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jjones_50

How does the Wild Shepherd work?

24 posts in this topic

I built one and assigned a worker and all he does is pick up resources.

 

I increased the Misc to be above 0 as I have another issue with the resources wanting to load in at 0 everytime I open the game and the game errors out when editing the new resources half the time. But even leaving the wild shepherd at work for a year I don't see any work items

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On CC maps, there are a dozen+ hidden (invisible) Domesticated Animals. When you clear an area, you may find some which will be gathered by laborers and put into a barn.  Alternately, you can build a Wild Shepherd who will search for Domesticated Animals. When they've all been found, you can either destroy the building or turn it into a regular gatherer.  Odd that no DAs are being found.  However, you are having other issues too. Are you using the most recent Banished 1.0.7 beta and CC 1.75?  Any other mods?  Be especially sure you have no other CC running.

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Only CC 1.75, Medieval 2.04, and 1 year is 1 year

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And which version of Banished are you using?  CC 1.75 only works with Banished 1.0.7 beta.  

Note that Medieval 2.04 hasn't been updated for 1.0.7 beta yet; IF you are using Banished 1.0.7, try playing without Medieval Town and see if you still have problems. 

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Do they normally just run around and act like laborers picking up resources?

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Not really; he runs around like a Gatherer, picking up Domesticated Animals.

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Posted (edited)

I saw a big square box once then it was gone but I never got a domesticed animal in my barn or anywhere but my gatherer just gathers resources like trees and stone like a laborer

Edited by jjones_50

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@jjones_50 some times I notice this too, with other resources. I have no idea why it happens, but when I introduced my wild animals for furs and pelts, I was getting very few. I would watch a bannie hack at it yet produce nothing. One thing I did see that helped was to make sure you have a storage barn that will accept the domesticated animal. For some reason, the vanilla storage barn  that is spawned at the start didn't seem to accept my wild animal resource (even though it should) and as soon as I built a small custom barn they were harvested just fine.

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They work slowly, but you only need 2 Domesticated Animals to build a stable and start making your own.

Bootstrap yourself early in the game with those and you'll be swimming in them by mid-game.  Powerful trading empires can be built this way.

Just make sure you have the crops to feed them.

 

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i set it on x10 for 20 minutes walked away and still didn't have a single animal.

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I had one yesterday that found 8, but since they have to walk all over the entire map to find them, it takes a loooooong time. 

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Again all they do is gather resources like a laborer the guy didn't actually do anything that his job told him to do

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1 hour ago, jjones_50 said:

i set it on x10 for 20 minutes walked away and still didn't have a single animal.

i have wondered about this too, as it seems to vary a lot whether you get/find domesticated animals. now i think it is kinda map-related. what you have a lot of and what you have trouble with is random, like what animal you get for pastures and what crops are your best performing defaults.

once i stumbled on a map that was almost overrun with domesticated animals (DA), they just appeared when i cleared land for anything... and i was NOT playing Where The Wild Things Are, it was just a DA-plentiful map (seed #82).

on other maps, even when i built 5 or 6 Stables and grew acres and acres of feed for them (truly a grain suck) i ended up with maybe 10 or 15 DA per season.   :(

and yes, i only knew what the huge square crates were, because i used to play Zoo Tycoon.   :)

DA1.JPG

DA2.JPG

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I seen a crate before but I only have small barns and and the largest market built, do they need a certain storage building?

My barns are from medieval 2.04 and my market is from cc

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4 minutes ago, jjones_50 said:

do they need a certain storage building?

probably? i think their flags have changed. they used to be 'Dry Goods' which now (with CC Journey 1.75) is separated out to a lot of stuff I haven't quite figured out yet: Precious, Crafted, Misc, etc.

i have a learning curve about how they all work; i'm just getting started. my own issue is that my native monument worker finds artifacts and delivers them to the 'Precious Barn' but i cannot get them back out. even to demolish the building, they won't budge (and the building won't demolish). i really want artifacts for trade, 2500 is a lot of trade value!

some suggestions i saw include 'build every type of storage you have, since the new flags may place certain items differently.' but this didn't help my trapped artifacts, so i tried my own workaround: my solution in the short term is to draw one each of every possible stockpile, and only use 'Magazine' for storage buildings (as soon as i can afford to build it.) now the market staffs manage their inventories to serve their neighborhoods, and trade posts can load and trade artifacts, yay!

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Domesticated animals are (invisibly) spawned on a map when it is created, much like the trees and rocks. So they will only be spawned on a CC map, since other mods don't know what they are.

There should only be a handful on the map, and since they are invisible, it's a little hard to figure out where to place your wild shepherd sometimes.

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do wild shepherds run around collecting resources like laborers?

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Only if they can't find any Domesticated Animals to harvest. Then they do like any other worker that doesn't have work to do and act as a laborer.

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if that happens does that mean you need to build the wild shepherd in another location or they will eventually find a spot and "work"

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I never did any long term testing (I never do :P) but I would wager that if the Wild Shepherd has any animals to pick in it's area, it will do that, and then become a laborer. If he's acting like a laborer, then he's probably exhausted the area, if there were ever any there.

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