Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. More randomized decorations + new ones.
2. More toned down roof and walls.
3. New indoor and outdoor redesign.
4. New lights setting.
5. New stone foundation.
6. Optimized building cost.
7. More builders - 2 instead of 1.
8. More workplaces at the building.
9. Optimized demolish process.
10. New model for smoked food.
11. Added connection with lumber and daub when those materials are present in the game.
If you're using only mods posted in this link https://www.dropbox.com/s/8mgypdz1jd0o87r/Life%20is%20feudal%20-%20mod%20order.xlsx?dl=0
This is a list with tested well working mods.
those values were changed a while ago, I will check it when I'll have some free time.
I'm working currently on making new balance so I will take your advice into consideration and I will add more value to output. Done this with few mods now but steam is my side project so finishing with all my mods will take me sometime, hope you will be patient and wait for new updates to come :)
B@lth
But you need to learn how to play it and how to proper manage your village :)
I really think that increasing the nutritionnal values of processed food could encourage players to use these buildings and add another management layer to the game. Maybe instead of changing all the values for your mod you could simply provide a guide that explains how to change the values if we want to :) ?
Thanks
B@lth
I had a request / question regarding this mod in particular and all other mods in general which add food processing buildings (brinehouse, MEGADORI's kitchen, ...). In my opinion, the goal of such building would be to increase the nutritionnal value of the food, through recipees using other resources (say firewood for the smokehouse). I checked and smoked hering provides 28kcal, and requires 4x7=28kl of fish, plus 3 extra firewood. The net gain for the food is zero, and for the recipee, it's negative, plus the workers who could have produced more fish instead !
Is it something you went for deliberately ? Maybe I haven't understood the point of nutritionnal values in this game ?
Thanks anyway
2018-Nov-28 02:34:53 warning: can't load config [Grave] [BuildingConfig.cpp | 79]
2018-Nov-28 02:34:53 warning: can't load config [House] [BuildingConfig.cpp | 79]
2018-Nov-28 02:34:53 warning: can't load config [Ore_mine_upgrade]
2018-Nov-28 02:34:53 warning: can't load config [Bridge] [BuildingConfig.cpp | 79]
2018-Nov-28 02:34:53 config [Buildings] loaded 438 items [ConfigDifficult.cpp | 24]
2018-Nov-28 02:34:53 config [Diseases] loaded 6 items [ConfigDifficult.cpp | 30]
2018-Nov-28 02:34:53 config [Crafts] loaded 100 items [ConfigDifficult.cpp | 66]
2018-Nov-28 02:34:53 config [Technology] loaded 45 items [ConfigDifficult.cpp | 72]
2018-Nov-28 02:34:53 config [Humans] loaded 2 items [ConfigDifficult.cpp | 84]
2018-Nov-28 02:34:53 config [Animals] loaded 12 items
Part of it. Twhole thing won[t fit Refers to empty thread/
Side note: despite of not having a lot of time I feel the urge to contribute; where do I start? Beside the tutorial there aren't many sources and I remember you mentioned it being largely trial-and-error.