Life is Feudal: Forest Village

Life is Feudal: Forest Village

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Additional vanilla recipes
   
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3 Jul, 2017 @ 2:33pm
19 Dec, 2018 @ 1:26pm
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Additional vanilla recipes

Description
Content
In total 10 new recipes will be added without introducing new items. The main reason for these is to add a bigger variety of ways to craft certain items and to make the dropdown menus more useful, another reason is to give some buildings more use (especially the carpenter).

Recipes
Items have been given an alternative name to prevent overlapping names in the crafting menus. Although they have a different name they will still make the basic vanilla items. Given bellow is a list of the newly added recipes and the building they apply to.

Bakery
Bread changed to use flour.

Carpenter
Primitive tools (Rough tools)
Primitive tools (Wooden tools)
Firewood (Firebundles)

Kiln
Stone

Tailor
Clothing (Leather clothing)
Clothing (Linen clothing)
Warm clothing (Winter clothing)

Tavern
Alcohol (Fruit wine)
Alcohol (Mead)

blacksmith
Steel (Wrought iron)

Option menu
If any recipes feel unnecessary or cheaty they can be disabled in the options menu, tough the recipes are bundled together for each building type.
15 Comments
435792497 28 May, 2021 @ 8:11pm 
内容

总共10个新的食谱将被添加而不引入新的项目。这样做的主要原因是为了添加更多的方法来制作某些项目,并使下拉菜单更有用,另一个原因是为了让一些建筑有更多的用途(尤其是木匠)。

食谱

项目已经被赋予了一个替代名称,以防止在手工菜单中的名称重叠。虽然他们有一个不同的名字,他们仍然会使基本香草项目。下面是一个新增加的食谱和他们适用的建筑清单。

面包店

面包改用面粉了。

木匠

原始工具(粗糙工具)

原始工具(木制工具)

柴火



石头

裁缝

服装(皮衣)

服装(亚麻服装)

保暖衣(冬装)

酒馆

酒精(果酒)

酒精(蜂蜜酒)

铁匠

钢(熟铁)

选项菜单

如果任何食谱觉得不必要或欺骗他们可以在选项菜单中禁用,这些食谱捆绑在一起,为每一种建筑类型。
ChunkyBluntz 26 Apr, 2018 @ 1:12pm 
There is an old mod that allowed the carpenter to make charcoal, but it is dead, and will conflict with this mod if I turn it on, Is there any way you could just add the charcoal production to the carpenter with this mod? Was great to be able to have a carpenter working to make charcoal when he was done making primitive tools, instead of a dead building once you start making advanced tools, and seeing as you already made the carpenter this much more useful, I thought you would be the one to ask about this....
JohnNav 5 Mar, 2018 @ 2:55pm 
Agreed: Apparently MODs that effect Pathing will lead to random CDTs and I did have a few (Not Sir Foxy's)
Nakia 2 Mar, 2018 @ 11:37am 
I have over sixty mods enabled, almost all of Sir Foxy, Mr. Bot, Megadori, many of cstoneburners, dominuskevins a few others from other talented modders. I do not have any problems with these mods except for a rate problem that is known and warned about. I have

One problem that can rise when two or more mods affecting the same items such as the bakery is that you can overload the available alloted space for items which may cause and probably will cause some loss of items. The building windows only allow a certain number of items/recipies. Mods can also conflict with one another and sometimes you need to adjust the loading order.

All Sir Foxy's mods work fine for me.
JohnNav 2 Mar, 2018 @ 9:08am 
OK :) With my first play thru: I had 29 MODs installed and by the 10 year into game, I was getting a CDT or worse a freeze about every hour.

I then started a new game with new game install and with no MODs; no issues -> However,
I miss (all your MODs) and will start adding them again and avoid all others.
Sir Foxy  [author] 2 Mar, 2018 @ 5:46am 
It should work, however it is always possible that an update would remove a recipe.
JohnNav 1 Mar, 2018 @ 3:29pm 
Is this MOD stll compatable with v1.6575+
luisedgm 8 Jan, 2018 @ 7:04pm 
Im using a mod to make animals drop a more realistic load, so im swimming in hides, the leather clothing sure helps, but i would love to see more uses for hides
Sir Foxy  [author] 21 Oct, 2017 @ 4:48am 
Clothing and tools both use the base stats, this mod does not change any game elements except for giving more options to craft certain items.
Jäger 21 Oct, 2017 @ 4:36am 
And the stats on the tools?