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courtykat Dec 31, 2023 @ 6:01am
[Help] Crops are being "farmed" by settlers from like 20 feet away
I'm working on County Crossing and just redesigned the crop field to fit more rows. I stored some of the existing mutfruit, replaced them along with several new crops, and now my farmers are all working in the dirt like 20 feet away from everything. Is there a solution or a console command to fix this?

EDIT: Problem was the vanilla dirt plot I placed the crops on. After removing it, everything worked fine.
Last edited by courtykat; Jan 2, 2024 @ 8:45am
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Showing 1-15 of 17 comments
Kalixrii Dec 31, 2023 @ 6:03am 
Just give the game time enough to catch up to your position changes.:lunar2019coolpig:
BGratz Dec 31, 2023 @ 6:32am 
When you place cops there is a invisible "Garden work" animation marker placed too.
Since this stuff is invisible i am not 100% sure, but i nhave the feeling that this marker is not moved if you move the crop.

Try to store the plants in the Workshop and then place them again. Maybe that moves the marker too. I do that since weeks and had no such issues since then.

But as i said, the marker are invisible, so its hard to tell you the "Rules"

(Edit: Peons following post adds a very important kontext, its about Settler active isung this marker when you try to move it )
Last edited by BGratz; Jan 1, 2024 @ 5:10am
courtykat Dec 31, 2023 @ 6:40am 
I kept the crops in *mostly* the same position as they were, which is why I'm especially confused. I moved the rows basically 2ft to the left to add another set of rows, but it all stayed within the confines of the original fencing. Now, they're farming well outside of the fence and even clipping into my buildings.
BGratz Dec 31, 2023 @ 7:09am 
20 feet is like 2.5 meter aka one block ?
Bored Peon Dec 31, 2023 @ 10:29am 
This is caused by moving crops while they still have settlers assigned to them.

When you move a crop that is still assigned the animation marker is not moved.
You can still see it in workshop mode as it shows as an invisible plant when highlighted.
If you attempt to interact with that invisible plant (animation marker) it will crash the game.

To fix it do this:
1. Assign the crop workers to another object (scavenger station, defense, etc)
2. Save your game
3. Then store all crops (it may crash, which is why you save before this step)
4. Replant all the corps and assign the settlers.
Xenon The Noble Dec 31, 2023 @ 10:41pm 
Originally posted by Bored Peon:
This is caused by moving crops while they still have settlers assigned to them.

When you move a crop that is still assigned the animation marker is not moved.
You can still see it in workshop mode as it shows as an invisible plant when highlighted.
If you attempt to interact with that invisible plant (animation marker) it will crash the game.

To fix it do this:
1. Assign the crop workers to another object (scavenger station, defense, etc)
2. Save your game
3. Then store all crops (it may crash, which is why you save before this step)
4. Replant all the corps and assign the settlers.
You're great when you help people.
Bored Peon Dec 31, 2023 @ 10:58pm 
Originally posted by Xenon The Noble:
Originally posted by Bored Peon:
This is caused by moving crops while they still have settlers assigned to them.

When you move a crop that is still assigned the animation marker is not moved.
You can still see it in workshop mode as it shows as an invisible plant when highlighted.
If you attempt to interact with that invisible plant (animation marker) it will crash the game.

To fix it do this:
1. Assign the crop workers to another object (scavenger station, defense, etc)
2. Save your game
3. Then store all crops (it may crash, which is why you save before this step)
4. Replant all the corps and assign the settlers.
You're great when you help people.
What are you talking about? I am always great.
I try helping you learn how to research the lore all the time. It never works though.
BGratz Jan 1, 2024 @ 5:09am 
Edit: Post i answered to has been deleted

Did you ever try to move a workshop when a Trader is assigned ?
It will not work, because the Settler "fixes" this "Item"
So with other words, crops are connected to the Workmarker, but the workmarker is fixed as long as it is used. I was until Peons post not aware that the Issue is there. But it makes sense.
Last edited by BGratz; Jan 1, 2024 @ 5:11am
Bored Peon Jan 1, 2024 @ 5:19am 
Originally posted by BGratz:
Did you ever try to move a workshop when a Trader is assigned ?
It will not work, because the Settler "fixes" this "Item"
So with other words, crops are connected to the Workmarker, but the workmarker is fixed as long as it is used. I was until Peons post not aware that the Issue is there. But it makes sense.
Been multiple topics on it over the years.
"ghost plants"
"Crashing while moving crops"

There is also another side effect of having those ghost plants, script lag.
Say you moved a dozen plants, well the game now thinks you have 24 plants. Then each time you come within loading range of the settlements the settlers will reassign themselves to different crops. You can literally see the amount of crops being worked go up and down.

I think it has to do with the ghost crop because settlers do not normally reassign themselves to crops Almost like it exists if you load the area, but it does not exist when the settlement is not loaded.

At the time I discovered it I think I had about 150 crops at Abernathy. It was literally spending about five minutes every visit doing this. Then of course trying to order any settler to something else would give like a super long delay from the time of the order until they say "okay."
Last edited by Bored Peon; Jan 1, 2024 @ 5:20am
BGratz Jan 1, 2024 @ 5:28am 
Good points.

Looks as if i install this mod again https://www.nexusmods.com/fallout4/mods/65807
The fridge need no worker but gives 12 Food (and some crops into the Workshop)
Then i can make most of my garden with just deko Plants

sadly the Mod creator thought it would be necessary to restrict this stuff to Interiors. Luckily its a 30 Second fix with Fo4edit, ohh i just see there is a optional esl doing that
Last edited by BGratz; Jan 1, 2024 @ 5:30am
courtykat Jan 1, 2024 @ 5:34am 
Ya, I deleted my post to make sure I understood what was being said and I did some testing in game. But the problem still persists...

When I moved the crops initially, although I didn't "unassign" them first, I did store them in the workshop before I did any rearranging. I didn't move them far at all though, and I also added new crops, because before there were only mutfruit. Now I have 24 crops, but my farmers will only ever work in 2 spots, well out of the way of the entire farm.

Well I placed some brand new crops, unassigned my farmers from the old ones by making them scavengers, and then stored all the old ones. Assigned my farmers again to the new crops, and they're still working in the same dang 2 spots! At this point I'm wondering if there are some pathing issues involving the "farm dirt plot" that the crops are on?
Last edited by courtykat; Jan 1, 2024 @ 5:35am
BGratz Jan 1, 2024 @ 5:59am 
If you add additional "Dirt blocks" you need to make sure they come with a navh mesh.

If you for example "Spawndupe" the fields from abernaty farm no NPC will walk on them.
If you want nice Dirt and Grass blocks i like the ones the most that come with this mod
https://www.nexusmods.com/fallout4/mods/20651

allow you to make something like this
https://steamcommunity.com/sharedfiles/filedetails/?id=3126532712
https://steamcommunity.com/sharedfiles/filedetails/?id=3115120554
Last edited by BGratz; Jan 1, 2024 @ 6:00am
Bored Peon Jan 1, 2024 @ 6:29am 
Originally posted by courtykat:
Ya, I deleted my post to make sure I understood what was being said and I did some testing in game. But the problem still persists...

When I moved the crops initially, although I didn't "unassign" them first, I did store them in the workshop before I did any rearranging. I didn't move them far at all though, and I also added new crops, because before there were only mutfruit. Now I have 24 crops, but my farmers will only ever work in 2 spots, well out of the way of the entire farm.
Storing them while assigned still causes the issue.
The main cause is the existence of the animation spot.
The only way to remove it properly was unassigned the settler.
Improperly, you store the ghost plant, however this will likely cause a cause unless you JUST loaded the game.
courtykat Jan 1, 2024 @ 12:19pm 
Originally posted by Bored Peon:
Storing them while assigned still causes the issue.
The main cause is the existence of the animation spot.
The only way to remove it properly was unassigned the settler.

I've gathered that by now, but these answers aren't addressing how my farmers aren't just working on "ghost plants" that USED to exist, but are instead working in entirely different locations where no crop nor workspace ever existed. Nor how they're still working in those specific locations even after placing & assigning entirely new plants.
Last edited by courtykat; Jan 1, 2024 @ 12:21pm
Bored Peon Jan 1, 2024 @ 12:25pm 
Originally posted by courtykat:
Originally posted by Bored Peon:
Storing them while assigned still causes the issue.
The main cause is the existence of the animation spot.
The only way to remove it properly was unassigned the settler.

I've gathered that by now, but these answers aren't addressing how my farmers aren't just working on "ghost plants" that USED to exist, but are instead working in entirely different locations where no crop nor workspace ever existed. Nor how they're still working in those specific locations even after placing & assigning entirely new plants.
When you stored the ghost plants were the settlers still assigned to them?

If so, assign that settler to something else and then back to the crops.
Last edited by Bored Peon; Jan 1, 2024 @ 12:26pm
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Date Posted: Dec 31, 2023 @ 6:01am
Posts: 17