Banished

Banished

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Farmers will not harvest
Hi; as stated, my farmers are ignoring the fully-grown, harvestable crops. Instead, they're acting like labourers (moving resources, though I haven't seen them actually cutting down trees/mining rocks).

They sow the crops just fine, at the start of spring, but then they ignore them.

I'd really appreciate the help, because I would prefer it if my villagers didn't die of starvation, and apparently, 4 gatherers, 3 hunters, and 4 fishermen aren't cutting it anymore.
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Showing 1-15 of 25 comments
CollectorOfMyst Jun 13, 2021 @ 11:35am 
Also, here's a screenshot to show you what's happening (they're idling now... great.)

https://imgur.com/dRZuaYj
olympe Jun 13, 2021 @ 11:41am 
This screenshot is rather... tiny. Hard to read. But if I read it right, the beans are only at 99%. Harvest usually starts either in Autumn (which you just reached) or when the crops are at 100%. So, after being done with idling (and all other needs), the farmer should harvest the beans just fine.
Koei Jun 13, 2021 @ 11:59am 
Most likely olympe is right. Just wait until it is harvest time. If they havent picked it up after the winter it could be that your storage facilities are full. If your barns are full your workers will have nowhere to put the food so they wont pick it up. Also I am basing this advice on the assumption that your food limit is not reached (but your image does not show that). Good luck
Claybot Jun 13, 2021 @ 12:16pm 
Well it also looks like you don't have much or very much food. If that's the case your workers are too busy looking for food to harvest the crop.

Of your 4 gathers are they all in the same gathering hut or split up between 2-4 huts?

Personally I would have 1 gather in 1 hut at the start (4 gathers 4 huts), but that's my play style and usually goes against all the guides people have made for this game.

Your barns better not be full with that little amount of food.

Please provide bigger screen shots and post them in the forum.
CollectorOfMyst Jun 13, 2021 @ 12:43pm 
Ah, damn. I thought the screenshot was already big enough. That's what I get for not checking. :/

Here: https://i.imgur.com/g2DUrTB.png

This should be the previous screenshot at an appropriate quality. Below is the same field, but in Early Winter;

https://i.imgur.com/hRgdCd3.png

In both, it is at 99% growth. It hasn't gone to 100%, and I don't have full capacity on my storage, by far. You can see from the Event Log that no major events have happened; the most recent things are the birth of Dustyn and the adulthood of Ashelva. It's the same year.

These fields are from multiple 'years' ago; and even during winter, I always keep one villager as a farmer, so they should begin immediately when Spring comes around.

(Also, regarding my hunters/gatherers, yes, they're all in the same place. I don't have the stone available to build additional lodges/huts)
Claybot Jun 13, 2021 @ 1:51pm 
You do have a serious food problem due to the shortage your farmers are to busy looking for food rather than harvesting it. 44 people you need 4400 food preferably 8800 in storage just to cover off a bad harvest.

You do have a major event - LOW FOOD

Do you have a screen shot of your gather/hunter area?
Is your fishing hut right next to the Trading Post? I see something there but I'm not sure what it is.

To me it looks like you have followed some of the guides that are out there, based on the fact you have a school and a trading post. As well as the foot print for the boarding house.

Personally I think that leads to problems like your having.

I prefer well fed uneducated people over starving educated people in the beginning. But I'm sure others will disagree.

The stone that went into the trading post and school could have built more gathering huts.

But this is appears to be a Vanilla game and I haven't played Vanilla in a long time.

pdoan8 Jun 13, 2021 @ 3:27pm 
For the bean farm problem: have you told your farmers to harvest it by clicking on the harvest button? Harvest should be available as soon as the farm grow to 3%. If you have not, then it's probably bugged. May be blocked path (but should not be for farm). Probably just delete and build another.

Farm is free to build. Bean is the wonder crop of (vanilla) Banished. Why wait for more stone to build another gatherer hut? Gatherer hut is great, but it is not the only solution. If you are not playing with disaster or harsh weather, there is no reason to fear farming. It is the easiest way to mass producing food with the right crops (bean, cabbage, corn, wheat). One farmer can handle up to 121 tiles.

The main reason to have hunter cabin is to produce leather for coat. Food is secondary. It is great if you can have it. However, there is less need if you start with sheep. Sheep will start to produce wool very soon and will produce meat when the pasture is full. A 20x20 pasture will only need one herdsman. Pasture only need logs to build. Why wasting the stone on another hunter cabin? Note: each hunter cabin would need only 2 hunters max.

Fishing dock: another less important when you start with good crop seed. If you have a good fishing spot (50% or more water in the circle), build a fishing dock and start with one worker until you have more people. The main attraction of fishing dock is it uses the least amount of land and the production is quite good in the right spot with the right set up (houses and barns near by).

If you don't plan to export herb, you would need only one herbalist (for up to 100 people) to keep your population healthy.

Keep the extra people as laborers. They will help with many tasks.

Also, try not to waste materials on boarding house (unless for achievement). Why?
- It uses more materials than 5 wooden houses, but only houses 5 families.
- Your people hate it.
- It slows down reproduction (if people have to live in there).

Don't really need a trading post until you have something to trade.
olympe Jun 13, 2021 @ 3:51pm 
Now with the improved screenshots, I see several issues since I can now easily read the numbers.

* You have 4 fishermen. Are they all in the same place? I never put more than 3 fishermen in one spot because the 4th hardly increases production.
* Is your fishing hut right beside the trading post? It's not 100% clear from the screenshot. If so, that's a bad placement all over because the trading post and surrounding water don't count as "available water" for the fishermen, and thus greatly decrease production.
* You have 3 hunters. Please tell me they're not in the same building. If they, are, reduce the number to 1 - the amount of food and leather you get will be roughly the same.
* You seriously don't need 2 herbalists. 1 is the absolute maximum at this stage - and even that can be questionable.
* You absolutely don't have any use for a trader right now because you have literally nothing to trade.
* In the beginning, it makes sense to have 1 person switch between being a blacksmith (for tool production) and being a tailor (for clothes production). Just set the limits to something like 50 in each category, and you'll notice when the limit is reached so you can have your bannie switch professions.
* You have way too little food. Not to mention that a food threshold of 5000 is... ballsy. For your 44 bannies, you already should have 4400 in stock at the very least, twice as much would be better. However, with a limit of 5000, you won't ever reach that second magical number.
* Oh, you have at least one uneducated worker. Did you take in nomads? That might be part of the reason for your problem, as uneducated workers don't produce as much as educated workers do.

All of that being said, something seems bugged about those fields. Because no harvest is happening, yet you cannot click the harvest button, either. Which is weird, to say the least.
CollectorOfMyst Jun 13, 2021 @ 4:33pm 
Alright, I suppose I should preface this with the fact that I'm a new player. Some of this stuff is news to me, so forgive me.

Originally posted by Claybot:
Do you have a screen shot of your gather/hunter area?
Is your fishing hut right next to the Trading Post? I see something there but I'm not sure what it is.

To me it looks like you have followed some of the guides that are out there, based on the fact you have a school and a trading post. As well as the foot print for the boarding house.

Personally I think that leads to problems like your having.

I prefer well fed uneducated people over starving educated people in the beginning. But I'm sure others will disagree.

The stone that went into the trading post and school could have built more gathering huts.

But this is appears to be a Vanilla game and I haven't played Vanilla in a long time.

I didn't follow any guides - this was just based off of my own decisions. And yes, it's a vanilla game.

For a screenshot of the gather/hunter area... https://i.imgur.com/wo6SGM9.png

Originally posted by pdoan8:
Snipped

You seem to misunderstand. When I was talking about building additional huts or lodges, it was in response to another comment from Claybot about splitting up gatherers. As for farming; I was unaware of beans being a good crop to grow, which you claim invalidates the need for other kinds of food? When the tutorial tells me that having different kinds of food is important? 😅
I started without any animals: I bought two sheep from a trader, since I had enough iron weapons in excess to buy them.
I'm building the boarding house so that I can rearrange/improve houses. As implied, it's a temporary residence, and that's what I was planning to use it for.


Originally posted by olympe:
Now with the improved screenshots, I see several issues since I can now easily read the numbers.

* You have 4 fishermen. Are they all in the same place? I never put more than 3 fishermen in one spot because the 4th hardly increases production.
* Is your fishing hut right beside the trading post? It's not 100% clear from the screenshot. If so, that's a bad placement all over because the trading post and surrounding water don't count as "available water" for the fishermen, and thus greatly decrease production.
* You have 3 hunters. Please tell me they're not in the same building. If they, are, reduce the number to 1 - the amount of food and leather you get will be roughly the same.
* You seriously don't need 2 herbalists. 1 is the absolute maximum at this stage - and even that can be questionable.
* You absolutely don't have any use for a trader right now because you have literally nothing to trade.
* In the beginning, it makes sense to have 1 person switch between being a blacksmith (for tool production) and being a tailor (for clothes production). Just set the limits to something like 50 in each category, and you'll notice when the limit is reached so you can have your bannie switch professions.
* You have way too little food. Not to mention that a food threshold of 5000 is... ballsy. For your 44 bannies, you already should have 4400 in stock at the very least, twice as much would be better. However, with a limit of 5000, you won't ever reach that second magical number.
* Oh, you have at least one uneducated worker. Did you take in nomads? That might be part of the reason for your problem, as uneducated workers don't produce as much as educated workers do.

All of that being said, something seems bugged about those fields. Because no harvest is happening, yet you cannot click the harvest button, either. Which is weird, to say the least.

- Yes, the fishermen are all in the same spot, and yes, the trading post is next to it. I was merely going off of aesthetic when I chose that spot, and didn't realise that it would reduce the amount of available water.
- The hunters are all in the same building. I'll reduce the number.
- I was using two herbalists in order to get excess for trading. If that's not worth it, guess I'll reduce that.
- The 5000 food threshold is the default amount the game gave me, and I haven't even gotten to 2000 on average, so I saw no reason to increase it.
- The uneducated workers are the 'children' that grew up before I had the chance to build the school. I didn't take in any nomads... I wasn't aware there were nomads in the game.
I'll keep your advice in mind, thanks. 😅

Honestly, at this point, it might just be better for me to start over, no? Now that I have some more info.
pdoan8 Jun 13, 2021 @ 6:20pm 
Banished has 4 types of food: protein (meat, fish, egg, nut), grain (corn, wheat), vegetable, and fruit.

In Banished: food is food. While there is a benefit of eating all 4 types of food as a balance diet (improve health), there is no different between type of food.

Gatherer hut: provides fruit and vegetable. Most useful in early game especially when you start without any seed. Not as important once you transit into farms and pasture. Top productivity: 800+ per worker in ideal condition and understaffed (3 per building). Can utilize the area with forester, hunter cabin and herbalist.

Crop farm: produces either vegetable or grain. 120 tiles can steadily produce 840 food in mild and fair weather and the worker is educated. More farms can be fitted in the same area of the gatherer hut.

So, it is not to invalidate other type of food or food production, it is just another way to produce food depending on the situation you are in. Also, in late game, you would like have more people than land. Land usage would become another factor in choosing your type of production.

I did not realize that you could trade for sheep this early in the game. It's probably not necessary since a hunter cabin (with 2 workers in an unrestricted area) can provide just enough leather for 50 people.
Claybot Jun 13, 2021 @ 6:48pm 
Beans are a good crop because they are the first ones harvested among anything else you can get.

Thought you were using a guide as your set up matches some of the guides that are posted.

Starting over is quite common for new players and the best way to learn what works and what doesn't. I have to do it from time to time usually due to a tornado or the wife dying during childbirth. (Harder start than Vanilla 2 people)

The gathering hut produces food year round, same as the hunter and fishing. Farms and orchards only at the end of the harvest. Always good to have a balance of both just in case something goes wrong with the harvest.

You can change all the thresholds in the game up to 999999. The 5000 for food is the default in all games.

Be sure to have hospitals built before accepting Nomads they tend to bring in disease and with out medical care ready they can decimate an unprepared town. But at the same time they provide more workers.
olympe Jun 14, 2021 @ 12:22pm 
Originally posted by CollectorOfMyst:
Alright, I suppose I should preface this with the fact that I'm a new player. Some of this stuff is news to me, so forgive me.

- Yes, the fishermen are all in the same spot, and yes, the trading post is next to it. I was merely going off of aesthetic when I chose that spot, and didn't realise that it would reduce the amount of available water.
- The hunters are all in the same building. I'll reduce the number.
- I was using two herbalists in order to get excess for trading. If that's not worth it, guess I'll reduce that.
- The 5000 food threshold is the default amount the game gave me, and I haven't even gotten to 2000 on average, so I saw no reason to increase it.
- The uneducated workers are the 'children' that grew up before I had the chance to build the school. I didn't take in any nomads... I wasn't aware there were nomads in the game.
I'll keep your advice in mind, thanks. 😅

Honestly, at this point, it might just be better for me to start over, no? Now that I have some more info.
Well, we all started as new players. Which means we had to start over and over and over again until we found a way to work things out. In the beginning, Banished is quite a frustrating game because it keeps challenging you one way or another. Yes, I'm speaking from experience - the experience of starting a new map over and over and over again until, finally, I learned how to play. ;) And, yes, it looks like it's a very good idea to start over because you'll lose most - if not all - your bannies to hunger during the coming winter.

Quick start: In year one, the first thing you need to build is a forest node. Everything else can wait. A forest node consists of one forrester (the building, not the staff), one hunting lodge (for food and leather, staffed with one hunter), one gatherer's hut (staffed with 3-4 gatherers, they're the main food producers in early game) and, if you're so inclined, 1 herbalist's hut (staffed with no more than 1 herbalist at first). You'll also need some storage (1 stockpile for the logs, 1 barn for everything else) either within the node or just outside the radius of the forester. My personal preference is building the stockpile just outside the node, and the barn inside (since it's used by 3 of the production buildings), but most players will build both outside the node. You'll also need a place to chop your logs into firewood just outside the forest node. (Put a stockpile right next to it, this one may be quite big.)
Once you're done with that, you can start on housing OUTSIDE but very close to the forest node. Also, school. My personal preference is to build one school at once (first building, if you have to know) and hope to have no child grow up before it's staffed.

In year 2, you need to start up your clothes and tools production. At first, you'll find enough iron lying around to tide you over for a good while, so don't bother with mines and the like. Instead, just build 1 blacksmith and 1 tailor and have one person switch between both jobs. EVERYTHING ELSE CAN WAIT.

Regarding trading: Using excess herbs for trading isn't a bad idea at all, but, well, keeping your bannies alive is your first priority - not trading for sheep. Also, never trade away your tools and clothes unless you produce way more than you can use up. Never, ever trade away your tools, if you run out of them (sometime in year 2), you'll have workers that only produce 50% of what they used to produce. It's the easiest way to be forced to start over. Also, firewood is one of the best items for trading - it's a regrowing resource (neverending supply), and it's worth 4, and it's pretty easy to produce. Just make sure you don't trade away too much, or your bannies might freeze.

Regarding food production: There's two different kinds of productions you need to be aware of: Year-round (gathering, hunting, fishing, animal husbandry) and once-a-year (farming on fields and orchards). In the beginning, you simply cannot afford to wait for a harvest to happen, or your people will starve. So, you need to start your food production with year-round productive buildings. But there's another thing to consider: When will you get your first bit of food from each production? Some will start producing at once (gatherers, fishermen), some with a slight delay (hunters), some in half a year at the earliest (farmers - only if you have a field ready in spring and seeds to sow there), some with a delay of three years (orchards...) and some with a looooong, long delay that can last several years (pastures are a pain in the back to set up...) Obviously, for the beginning of your game, you'll need some food before several years have passed. Obviously. So, yes, hunters, gatherers and fishermen are what you want to start with 100% of the time. Fishermen are optional, though. If your starting location isn't meant for fishing, then you can do without.

Also, what pdoan8 says about the four major food groups is correct.
dixiechow Jun 14, 2021 @ 2:26pm 
The best way to learn this game is trial and error. Start out with vanilla. Work on the achievements....their the best tutorial you could ever want. If you do this you will find out what works for YOU. There are many ways to excel in this game. You try, you fail and then you start again until things work.
olympe Jun 14, 2021 @ 4:11pm 
I also looked at some guides I found here. These I can recommend, sometimes partially:
https://steamcommunity.com/sharedfiles/filedetails/?id=404867761
With this one, I disagree with the "guide" on "preventing starvation" in several points, so better ignore that one. Building a farm in year one is tricky. First of all, you need to have a non-hard start so you have seeds to plant, or, well, you'll have a farm but nothing to farm there. Second, a farm needs to be ready before the end of spring so it can get planted, or you won't harvest anything until year two. I also recommend a field size of 120 to 150 in fair climate for 1 farmer. Putting 4 farmers on a 15x15 farm might be the right choice for a harsh climate, but I can neither confirm nor deny that claim. Also, fishing is way better than represented here - IF you know which factors to consider.

Regarding fishing, you should read this guide, it's fairly accurate.
https://steamcommunity.com/sharedfiles/filedetails/?id=465745880

Also, for some farming-related things:
https://steamcommunity.com/sharedfiles/filedetails/?id=550197976

Now, another starting guide that is very accurate (save for "build all houses at once" - you don't need to. As long as you have one house that is equipped with firewood, everyone can warm up there). https://steamcommunity.com/sharedfiles/filedetails/?id=231696964

And if you like to crunch numbers...
https://steamcommunity.com/sharedfiles/filedetails/?id=1240940356

To avoid the pitfalls of banished:
https://steamcommunity.com/sharedfiles/filedetails/?id=2179370096
Vrayna Jun 14, 2021 @ 11:55pm 
I think you have a pathing issue on your field. Farmers are pretty easy-going about the planting and tending in spring and summer, but at harvest time they are extremely stubborn and always want to start the harvest from the same first square and to access it from the south.
As you have houses right against one side of the field, it's quite possible that the way the farmer wants to access the field from is block, and because of that he just never deals with any harvesting.
To fix that, destroy that field and move it one square towards the road on the other side, leaving a free square between the edge of the field and the houses.

In general, your fields can be right against roads, but you shouldn't place buildings right against them, unless it's the road-squares of the building footprints that touch the field.

I haven't read absolutely everything else in this thread, but I think that you got enough advice urther up to fix the rest of your food production and balance your town. With the pathing-around-fields detail added, you should be able to rescue that town :)
Last edited by Vrayna; Jun 14, 2021 @ 11:56pm
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Date Posted: Jun 13, 2021 @ 11:28am
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