Life is Feudal: Forest Village

Life is Feudal: Forest Village

Kitchen & Cooking
123 Comments
空颜 10 Feb @ 9:27pm 
新楼:厨房。旅店老板在那里工作,用简单的食物做热腾腾的饭菜。两种新食物:粥和炖菜。4个基本食谱。使燕麦成为食品配料。



*如果mod“坚果、浆果和蔬菜”( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1142210554)也很活跃。为了使其工作,必须将其列在修改列表(加载顺序)中此模块的上方



*可选:在酒馆烹饪。这也增加了酒馆的最大员工人数。



*其他在该模组激活时提供烹饪食谱的模组建筑:

-米德大厅(改装“长屋” https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1142210554 )

-城堡厨房( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1142210554 )

为了使其工作,必须在修改列表(加载顺序)中在该模块下方列出相应的模块




*可选:注意-实验模式-在厨房和酒馆用餐

当此选项处于活动状态时,厨房和酒馆
Lord Raccoon 17 Nov, 2020 @ 2:42pm 
aa, wine. got it. Thank you
MEGADORI  [author] 17 Nov, 2020 @ 2:29pm 
Lord Raccoon - Yes there are :-) You should have a greens soup and a nut porridge available at the kitchen, and berry wine at the tavern.
Lord Raccoon 17 Nov, 2020 @ 12:39pm 
I put nuts mod above kitchen one, but i dont see any new recipes with berries. Are there any?
MEGADORI  [author] 13 Nov, 2020 @ 9:56am 
Lord Raccoon - The expermental eateries mode is working as intended for most players. Some players are experiencing a problem where certain workers aren't doing their tasks, and it is still unclear if that is an compatibility issue with other mods. If you want to implement the experimental mode to an existing game, make a savegame. I can be deactivated at any time, though.
I recommend trying it out on a new village to take full advantage of the features and the changes to the logistics that are possible - for example you can build production outposts without houses: as long as there is an eatery near the production sites, the workers will not have to return to their homes all the time (unless they get cold, or there is noone else to tend to their house).
If you try it out and encounter any issues, or you have any input, be sure to let me know :-)
Lord Raccoon 11 Nov, 2020 @ 2:42pm 
Hello megadori! So far, how experimental eateris mod works? Im new to the game and wont even notice if something works wrong, so i wonder is it better to turn on this setting or not?
MEGADORI  [author] 5 Sep, 2020 @ 4:41am 
Алексей Кот - I will when I have better internet again :-)
Алексей Кот 3 Sep, 2020 @ 11:01pm 
hi update the mod please
MEGADORI  [author] 26 Aug, 2020 @ 6:56am 
Алексей Кот - Sorry I don't know. This doesn't have to do with this mod as it does not alter anything about blacksmiths. If you are using other mods, especially such that change the production (or the "research&academy" mod), I would suggest you look at these. I hope you find the solution :-)
Алексей Кот 26 Aug, 2020 @ 4:48am 
tell me if you know when I'm building a castle blacksmith he doesn't want to make tools, I don't understand why
MEGADORI  [author] 24 Aug, 2020 @ 11:09pm 
Алексей Кот - Sorry to hear that! You might be having a problem with the experimental "eateries" mod option - try deactiviating it (click on "options" for the mod in your modifications list)
Алексей Кот 24 Aug, 2020 @ 7:34pm 
Hello, tell me, no one is working with this mod, what should I do
MEGADORI  [author] 22 May, 2020 @ 10:40am 
Алексей Кот - Я не понимаю вопроса
Алексей Кот 8 May, 2020 @ 12:15am 
zdravstvuyte podskazhite u menya etim modom nikto rabotat' ne khochet chto delat
Tazmanyak 22 Mar, 2020 @ 6:36pm 
Aaaah lovely update ♥
Thank you very much Megadori for your time fixing this :)
MEGADORI  [author] 22 Mar, 2020 @ 9:38am 
Update - Fixed a problem with foresters' work ethics drastically declining if the experimental 'eateries' mod option was active. Foresters will now earn their keep again. Note: If the mod "Fantastic Four" by dominuskevin is in use, the changes to the behaviour of foresters are not compatible with the changes by this mod. In this case, this mod will automatically disable the eatery functionality only for foresters.

***

Update - Ein Bug wurde behoben, durch den die Arbeitsmoral von Holzfällern, wenn der expermentelle Modus aktiv ist, sehr stark gelitten hat. Jetzt sollten sie nicht mehr streiken. HINWEIS: Wenn der Mod "Fantastic Four" von dominuskevin aktiv ist, sind dessen Änderungen am Code der Holzfäller nicht kompatibel mit den Änderungen die dieser Mod vornimmt; dieser Mod wird dies automatisch erkennen und die Essen-Funktion in den Küchen ausschließlich für Holzfäller deaktivieren.
MEGADORI  [author] 22 Mar, 2020 @ 9:18am 
Tazmanyak - Yes, with the plant work option disabled, foresters cut down trees as normal (in my tests at least).
There is only one mod (to my knowledge) that changes the foresters behaviour, it is one by dominuskevin that lets you chose the tree type that foresters will plant. As I don't know how many people are using it, I'm adding the compatibility code that disabled this mod's functionality in case the forester mod is active, but I will make it so this mod detects the presence of the other mod autocatically.
I am at the moment impelementing the patch :-)
Tazmanyak 22 Mar, 2020 @ 8:53am 
Oh, intersting. Thank you for your feedback and the time you spent investigating the issue !
So, if i disable the replant trees function, foresters will properly cut trees, and use bakeries if the need to eat?
I suppose i could live without them replanting trees... or micromanage it

The weird part is, as far as i know, i have not a single mod that modifies foresters behaviour... i just have alternative forestry buildings (one of yours i think, and one from eien)
So, as far as im concerned, i suppose my prefered option would be to have foresters not using eateries, and doing their job properly. If you can do it, i would be very pleased (cause i can restart using eateries option that i would love to use ♥ )
MEGADORI  [author] 22 Mar, 2020 @ 8:33am 
Tazmanyak - So here is what I found out - The problem occurs when the "plant" working option in the foresters hut is active (only plant, or cut and plant). When only the "cut" option is active, foresters work like normal.
To be honest I have absolutely no idea why it plays out like this. This mod works by inserting a hunger check at the beginning of the worker function, and unless the worker is hungry the work behaviour should be absolutely identical to the base game because the mod executes the base game work process after the hunger check.
So as I don't understand how this weird problem comes to be in the first place, I am sadly unable to solve it so that this mod is comaptible with other mods that change how foresters work. What I can do is add an option to either load an incomaptible version where foresters can use the eateries and work normally, or to disable the foresters from eating out, making them compatible with foresting mods.
(Sorry for the delayed answer)
Tazmanyak 7 Mar, 2020 @ 10:19am 
You're very welcome ! I love your work, its a pleasure to use your mods and help you fix or improve them :steamhappy:
MEGADORI  [author] 7 Mar, 2020 @ 10:11am 
Tazmanyak - Thanks for the detailed report, that is very helpful. I'll try to find out what causes the woodcutters to require such long breaks all the time. Thanks for trying out and helping buxfix the experimental mode! Couldn't do it without the help of testers.
Tazmanyak 7 Mar, 2020 @ 10:09am 
Edit: If you want, i can re-enable the option and check all other jobs are also impacted by the eateries module, so i can maybe give better feedback about this issue.
Tbh, i noticed foresters cause of the constant lack of logs. I didnt push my investigations further (but can if you want some more help on this)
Tazmanyak 7 Mar, 2020 @ 10:06am 
They go cut one tree, or replant another from time to time. Their behaviour is not completely broken, its more like they need 1 minute to decide what they have to do.

As another example, my logs stock just go down, and i had to manually gather trees to keep up with the demand.
With eateries disabled, im permanently capped to my maximum stock
MEGADORI  [author] 7 Mar, 2020 @ 9:44am 
Tazmanyak - Thanks for the report! Did your foresters take up work again after a while, or were they just idling forever? Trying to determine if it might be an issue with defined wait time or accidental task deletion
Tazmanyak 28 Feb, 2020 @ 10:21am 
Hello :)
I noticed that the eperimental mode (eateries) was causing a huge mess with foresters IA.
Normally, they keep chopping down/planting trees till the area is completely empty (and they have to wait for new trees to grow)
With experimental mode, they can just stay iddle in the forester camp for long time doing nothing, even if there is clearly trees to cut/plant near.

I tested this in new game, enabling mods only 1 by 1, then comfirmed issue was coming from eatearies option.

I know this is experimental, i just wanted to report this as i didnt see that in the discussions
MEGADORI  [author] 9 Jan, 2020 @ 12:19pm 
atomova - No, you do not need another mod. Your problem is a bug I've never heard of before. Could you upload a screenshot of your kitchen building interface as well as your global worker overview, please?
The profession for the kitchen is the innkeeper (same profession as in the tavern). Could you increase the number of innkeepers in your global profession list and see what happens?
atomova 28 Dec, 2019 @ 8:45am 
How do I hire people to work in the kitchen? I couldn't find the answer in this topic. In the jobs panel I can't see the option to hire people as cooks (or whatever they are called), the icon is not listed. I have this problem in general with new workplaces I downloaded, do I need a separate mod for it or something? Please help :(
NowtButGaming 21 Aug, 2019 @ 10:59am 
OK. Good to know. It is still a good mod mind so thanks for the hard work
MEGADORI  [author] 21 Aug, 2019 @ 3:02am 
NowtButGaming - Thanks for trying out the experiemental mode and giving feedback :-) Sadly it is not perfect as the mechanics for chaninging the autonomous behaviour of workers can not be modded in any way. The way this mod works is that it edits a step into the work routine controlled by the profession of a worker, so that workers during work time check for food sources besides their home when they are hungry during work. Felling trees (as well as other things like going for clothing etc) is not a behaviour controlled by the work building, which is why the mod mechanic can't apply then. Children and jobless adults also can't use the taverns for the same reason.
What your caravaners are likely doing is visiting a tavern during work (often while on the donkey), which they do so they don't starve during work, because to eat at home, they wood first have to return their donkeys :D
NowtButGaming 19 Aug, 2019 @ 1:10pm 
Any idea why I've got villagers ignoring the kitchen when I use the experimental mode?
I'm making oat porridge and people like bakers and farmers who went away from the village to help chop down trees head back to their house and even though they're hungry they ignore the kitchen as they pass by
Oddly enough, there are people like caravaners who live and work right next to the kitchen that ignore their own home and eat at the kitchen
Vimes 15 Jun, 2019 @ 2:06pm 
Many thanks for creating and sharing this mod. It is most useful to supply workers who have gone perhaps too far before being able to return home for food.
ramzes46 11 Apr, 2019 @ 7:49am 
Thanks a lot Megadori
MEGADORI  [author] 10 Apr, 2019 @ 8:46am 
Update:
Fixed a bug where homeless workers trying to eat at an eatery could cause a crash

*******

Update:
Fehler beseitigt, durch den obdachlose Arbeiter beim Versuch in einem Restaurant zu essen einen Absturz verursachen konnten
jumbled 30 Mar, 2019 @ 9:20am 
I've found this one to be useful if I'm growing huge quantities of farm goods that are filing up my barns to the max, but rather than turn off my farmers, I can use this to "compress" (for lack of a better word) the volume of food into a more compact form. This serves as both a convenient interim solution to the more efficient higher Kcal foods from bakeries, as well as a backup in case I screw up somewhere and forget to supply something critical, then fall asleep at the keyboard while my people are starving to death. Ugh.
jumbled 30 Mar, 2019 @ 8:28am 
LOL...well, I guess it's a toss-up. Maybe if you're building a ghetto or slum area for the peasant folk beneath the upper class-ish noble estates.

I tend to use pavement because I like the geometric structured look. It makes my cities look like actual cities. It also helps me measure things. I tend to worry about that house on the hill during a heavy rain that washes the dirt out from under it and into my backyard. (hehe)
MEGADORI  [author] 30 Mar, 2019 @ 8:16am 
jumbled - Huuuuuh interesting thought! The reason is actually simply that this mod predates the pavement, and I've never activated the building for it. What do you think, should kitchens remain places for farmers with muddy feet, or are they worthy to be placed atop the marble platforms of the gentry?
jumbled 30 Mar, 2019 @ 8:09am 
This one doesn't let you plant the building on pavement, only on dirt. Is this intended? Maybe it's not supposed to be used in sophisticated city environments? :steammocking:
MEGADORI  [author] 29 Mar, 2019 @ 4:50pm 
Update:

Improved the functionality of the "Eateries" mod option.

- All workers in professions who typically work a fair distance from their homes will now prefer to use a kitchen/tavern to eat, if it is nearer.
Those professions are: Gatherers, herbalists, hunters, foresters, fishermen and fish farmers, farmers, gardeners, apiary workers, herdsmen, donkey riders, and the taverners themselves.

- If workers eats a rich meal at a tavern, they gain the dunkenness buff. (Rich meals are available with the "Trade Eimpire" mod, as well as with the "Dairy" and "Vineward&Winery" mod)
MEGADORI  [author] 29 Mar, 2019 @ 4:50pm 
Update:

Funktion der Modoption "Restaurants" verbessert:

- Alle Arbeiter in Berufen, die üblicherweise ein Stück von zu Hause entfernt arbeiten, könne jetzt Küchen und Tavernen nutzen um dort zu essen. Das sind: Sammler, Kräutersammler, Jäger, Förster, Fischer und Fischfarmer, Farmer, Gärtner, Imker, Hirten, Eselreiter, und die Wirte selber.

- Arbeiter, die in einer Taverne eine Reichhaltige Mahlzeit essen, erhalten den Alkohol-Buff. (Mahlzeiten mit dem "Handelsimperium"-Mod sowie mit den Mods "Weinberg&Weingut" und "Molkerei")
Gilian Torhammer 22 Dec, 2018 @ 9:11am 
Nun geht alles ....hatte wie du schon sagst die Reihenfolge nicht korrekt.Dankeschön
MEGADORI  [author] 22 Dec, 2018 @ 8:25am 
Nein, nicht ganz nach oben, aber dieser Mod (Küche) muss über dem Langhaus-Mod sein (siehe Screenshot)
Gilian Torhammer 22 Dec, 2018 @ 8:21am 
sollte ich die langhaus und küchen mod mal nach ganz oben schieben
Gilian Torhammer 22 Dec, 2018 @ 8:21am 
ja etliche aber ich meine das die meisten von dir kommen
MEGADORI  [author] 22 Dec, 2018 @ 7:16am 
Gilian Torhammer - Oh nein, tut mir Leid dass du dieses Problem hast. Direkte Konflikte sind jetzt nicht bekannt, aber hast du eventuell einen anderen Mod kürzlich deaktiviert oder in der Mod-Liste im Spiel verschoben?
Gilian Torhammer 22 Dec, 2018 @ 6:44am 
Jedes Mal wenn ich auf das Gebäude Methalle klicke stürzt das Spiel ab...Ist bekannt ob es mit bestimmten anderen Mods probleme gibt?
MEGADORI  [author] 24 Nov, 2018 @ 2:53pm 
UPDATE:

A new option has been added to this mod that makes kitchens into eateries.
!! This is an EXPERIMENTAL functionality and there are cases when it may not work. Use with Caution !!

The mod option is deactivated by default.

If activated, kitchens will always keep a certain amount of the food that is being produced in stock to serve to citizens.
If a citizen gets hungry during work and they are closer to a kitchen that is serving food than they are to their house, the citizen will go to the kitchen and eat there; this is also possible when there is no food at home.
This also applies to taverns, if the tavern can produce food (other mod option).
All surplus food that is not eaten still gets delivered to barns.
MEGADORI  [author] 17 Nov, 2018 @ 4:52pm 
UPDATE:

Neue Mod-Option, durch die Küchen als Restaurants fungieren können.

!! EXPERIMENTELLE Funktion - Es kann sein, dass sie nicht immer funktioniert. Vorsicht bei Benutzung !!

Die Mod-Option ist standartmäßig deaktiviert.

Wenn aktiv, halten die Küchen eine gewisse Menge des gerade produzierten Essens vorrätig, um es den Bürgern zu servieren.
Sollte ein Bürger während der Arbeit Hunger bekommen, und er befindet sich näher an einer Küche, in der Essen serviert wird, als an seinem Wohnhaus - oder in seinem Wohnhaus ist keinerlei Essen verfügbar - dann sucht er statt dessen die Küche auf und isst dort.
Das Gleiche trifft auf Tavernen zu, sofern in diesen Essen produziert wird (andere Mod-Option).
Alles überschüssige Essen wird nach wie vor in die Scheune eingelagert.
MEGADORI  [author] 13 Nov, 2018 @ 1:01pm 
Takarazuka - Yes I see why it is annoying! But don't worry, it will get better as soon as you don't have so many laborer jobs to do any more :-)
Additionally, villagers will not eat the stews and porridge as quickly later; it is normal that they looove all new foodstuffs at first, but eventually they will get used to it and get themselves an apple or some potatoes again :D
As long as your villager is quite small, processed food is not as much of a necessety as it becomes later, when the village grows and the wlak ways for everybody become longer, then you want you calories to be concentrated in as little weight as possible so that supplying houses doesn't take up 2/3 of your combined man-hours. But while the houses are next to the barn, it's not as bad when they have to go two or three times.
Takarazuka 13 Nov, 2018 @ 12:55pm 
Interesting, after all this time, I did not know that.... I usually queue up a ton of woodcutting, mining, etc for laborers so they have something to be doing all the time. Didn't know that other workers assigned to other jobs may go do that as well. I may have to rethink a bit!! Thanks for the info, MEGADORI!
MEGADORI  [author] 13 Nov, 2018 @ 12:53pm 
Also, it is ideal to avoid creating too many laboror jobs at once (ressource mining, transport of materials to build sites, terraforming, bringing ressources that are lying around to storage, building roads) as those jobs rise in priority when they are not done. Villagers generally do jobs in the order that they were given, that means if there are 100 jobs already queued, working at the kitchen will get nr 101 and a worker that is just coming from their home and looking for something to do will not prioritise it.
Especially for wood and stone collecting it is therefore best to build foresters and a mine fairly early, because then you don't have to add jobs to fell trees and mine stones to the queue :-)