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Spoiled mod would be really interesting!
I neither know which limitation you have to create a mod, but since arrows didn't exist before this mod I was wondering if it was possibile to change the market value. Even without coins the market value is lower than the imput, and sometimes can be so, it's not a problem byt itself. But it's quite strange since arrows can just used for trade (or guards guards mod). Is not food or any other item required to do something else. That's the reason I wonder.
The MOD is already good by itself, as many other, because it offers one more bulding, one more professions and 2 more goods to produce. So the game is already enriched by your or others well balanced mods. So personally I'm going to continue to use it anyway because it adds reality and improve the game
Recipes with different coins were added as a request. To limit new resources those players were informed main resource will stay the same.
I had not much time so I just did an alphabetical list, I know it would be better as excel file =)
It's unreadable, it would be more useful as excel sheet.
Pottery and glassworks were designed with high price and it's the way it suppose to be.
Prices for spices are high because in MA spices were hard to get and many players asked for increased price for them to be more realistic.
A bit sad, because "guards! guards!" arrow doesn't need feather... Since i also use "Research Academy" by Megadori i have no use of feather before a long time. So i overflow with this resource.
In my opinion, for all players, disable the feather option if you play with mods which complicates access to trade.
The latest version of LOAD ORDER
https://www.dropbox.com/s/8mgypdz1jd0o87r/Life%20is%20feudal%20-%20mod%20order.xlsx?dl=0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1604098332
Thanks in advance, can't wait to play these.
Hello, did you read mod description? Look at your load order and check if you have all the mods required, this mod can't cause crashes when all required mods are active and it's working fine.
And if you still think this mod isin't working for you send me your log file using instruction below:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1607407510
And what do you mean by "not working"????
Thanks for your help
Do you really need so many mods of this kind to play?
Mod 52 could be a problem for you. I need to see it's code to see cause this mod is altering animals production so for 99% it's altering chicken production and probably it's the cause but you have also messy load order so that need to be fixed as well.
36 Updated seed package
37 Beerhouse
38 Small Beerhouse
39 Chandlers Workshop
40 Small Cozy Tavern
41 Tannery
42 Potter Workshop
43 Apothecary
44 Mineral Salt Mine
45 Glassworks
46 Fletchers Workshop
47 Research and Academy
48 Moneyers Shop
49 Clock Tower
50 Small shed
51 Carry more
52 More productive animals
53 town decorations
54 Perfumers Atelier
55 Share the loads
56 Extended Resources List
57 Sugar mill
58 Scrivener Notary
59 Astrologer
60 Costermonger
61 Medieval Expeditions
Have a nice day and thank you for your help
1 Vinyard
2 Manor
3 Butchers Shop
4 Smoke House
5 Fishmongers
6 Nuts, berries
7 Kitchen and cooking
8 Diary
9 Wooden shack
10 Market stand
11 Forester
12 Grining Stone
13 Hunting Lodge
14 Root Cellar
15 Earth kiln
16 Village healer and herb garden
17 Kitchen garden
18 Church
19 Large Barn
20 Builders Yard
21 more houses
22 Lighthouse
23 Bath Service
24 Trade Dock
25 Crafting Table
26 Chopping Block
27 Trade Fair functions
28 Castle kitchen and bakery
29 bread oven
30 more productive Orchards
31 wild sheep
32 smarter Farmers
33 cozy carpenters
34 silver Mine
35 Seamstress shop
I checked all the requirements and it's the right load order. I got all the other mods for the Expeditions. The icon is in the ressource list, too.
Maybe it is a problem with another mod, did you know something about interdependencies with other mods?
Please check out latest post on Costermonger mod's site. There is a list with load order. See if you have Salt Mine, Butcher and the rest mentioned in order like in the post. Load order is the most important, I will be here tomorrow so then I can help you more :) Check also if you have in resources list the icon for feathers. Feathers are now optimiazed but still they should be produced so if you have proper load order and all required mods we will find what else is wrong. Good night fir now :)
But know I have a problem. I wanted to start an expedition (using Astrologer, Medieval Expedition and Fletchers), so I need feathers. But my chicken farms never produce it (I changed the Opinion to Feathers in the Mod Options)....I started a new game, but it's the same.
Do you have any idea why this could be?
Enjoy your eggs