Life is Feudal: Forest Village

Life is Feudal: Forest Village

GODS MODS
69 Comments
Espetto 30 Mar @ 10:02am 
Hi. I read the description but I didn't understand what this mod does.
However I'm looking for a mod that somehow provides Hay which is very difficult to come by. Do you have any suggestions? Thanks.
QUASAR 18 Mar @ 4:35am 
Сделайте иод, который позволяет селить жителей, занятых конкретными профессиями в конкретные дома. Например, я хочу поселить фермера в дом, который находится рядом с полем. И так далее
Chaitu  [author] 24 Oct, 2019 @ 9:41am 
Hi Boss, sorry for the delayed response, you can edit the contents of the mod if you like and enter small amounts of resources.
GDI-BOSS 6 Oct, 2019 @ 7:43am 
nice to see adam and eve,but how can start with less resources???
Chaitu  [author] 22 Sep, 2019 @ 11:04am 
Sorry guys, I haven't been playing any games. Please let me know if something is broken or suggest if you want me to add any features. As of now I am not promising anything but maybe a month or two from now....! Cheers! :steamhappy:
Bullhone 21 Sep, 2019 @ 9:46am 
it sux when you find a good mod but it does not get updated
Troubles The Cat 26 Dec, 2018 @ 8:29pm 
Also it would help if you added a short sentence description for each mod on this page :)
Troubles The Cat 26 Dec, 2018 @ 8:26pm 
This is so awesome, like the only overhaul, I really hope you keep updating and maybe add new mods that just come out :D
Chaitu  [author] 12 Nov, 2018 @ 9:20am 
Hi mardon, I am not actively gaming at the moment, is anything broken in this mod with the latest update? As of now I can't promise new content for sometime but I will try to fix if anything is broken :)
mardon40dc 12 Nov, 2018 @ 1:55am 
Any chance for a up date? Yellow "!".
Duke Flapjack 13 Aug, 2018 @ 7:22pm 
This is an excellent mod. My only real criticism is that you get way too much stuff with the "no building" start. I modded the mod to basically make the "Adam and Eve" start with one more hut and six people.
Absolute Madman✨ 11 Aug, 2018 @ 4:41am 
An awful description really
Hexadecimal 3 Jul, 2018 @ 1:35pm 
Great description bro.....
mardon40dc 5 Jun, 2018 @ 9:27pm 
Ok, cool. Thanks much.
Chaitu  [author] 4 Jun, 2018 @ 8:24pm 
Chaitu  [author] 4 Jun, 2018 @ 4:42pm 
That's because there is some good amount of food that I added to the houses. They will take from barn once the food is empty in the house. You can observe the amount of food inside the house, that will go down slowly as the villagers eat it.
mardon40dc 4 Jun, 2018 @ 3:41am 
Just tried a NORMAL game setting. Same thing happens. Resources (wood,stone etc) are consumed but not FOOD.
mardon40dc 4 Jun, 2018 @ 3:15am 
Using the EASY difficulty level.....do cims EAT? Followed one, they ate food but there was no decline in the food storage number.
Chaitu  [author] 2 Jun, 2018 @ 1:15pm 
More coming next week in collaboration with @Spider
mardon40dc 2 Jun, 2018 @ 1:06pm 
Wonderful. Nice work. Looking forward to more.
Chaitu  [author] 30 May, 2018 @ 5:29pm 
Hey Kelvin, LOL Ok. I am looking at all the code to check if my mod is eating up the memory.
KelvinatorNL 30 May, 2018 @ 12:10pm 
forget my last post, seems my memory module was dying... no more blue screens :)
Chaitu  [author] 29 May, 2018 @ 9:34pm 
New update released
Chaitu  [author] 19 May, 2018 @ 12:38pm 
I will look into that, please ping me when you are online. I already added you.
Chaitu  [author] 17 May, 2018 @ 2:43pm 
Guys. the new update is live with various difficulty options. I have included images for each of the starting modes, those are the default buildings and resources you get in them. Happy modding :)
Chaitu  [author] 17 May, 2018 @ 1:32pm 
I didn't understand what you are asking exactly, please ping me when you are online. I added you already.
centurio63 17 May, 2018 @ 6:01am 
Only "Free Base Buildings" not allowed. I enable, and start new game? So unlok other animals and fruit?
Chaitu  [author] 17 May, 2018 @ 5:41am 
You have to check that option to enable all, by default the game will only give apples in orchards, chickens as pasture animals, few types of crops in fields. For unlocking: you have to build a port and ship, then start an expedition from the port building. If expedition is a success you will get new animals/plants/trees. Ping me if you have any other doubts :)
centurio63 16 May, 2018 @ 11:41pm 
There is no other mods, only Gods mods. "Unlock Plants/Animals" unchecked. I do not understand, because only chicken and apple can be produced.
Chaitu  [author] 16 May, 2018 @ 1:38pm 
I transferred my old save and it unlocked a bunch of achievements on steam :) It is still not showing my current population of 327 though. Anyway good sugestion :steamhappy: I will surely check the modders group.
MEGADORI 16 May, 2018 @ 1:23pm 
That is great to know. I don't think that you need to transfer you save, I do believe your word.
Should you need some more extensive testing on your stuff (in the future maybe), there have been offers for beta testing in the modders group :-)
Chaitu  [author] 16 May, 2018 @ 1:20pm 
Hi MEGADORI, I understand your concern but rest assured. I have been playing this game from non steam sources for about 3 months (you know what I mean :steamhappy:) and just last week decided to purchace it. This is a mod that's long been in the works. I test it with my non steam source and that's why you can't see my progress here on steam. I will transfer my old save game to steam so that people won't think this as untested.
Chaitu  [author] 16 May, 2018 @ 1:09pm 
Hi @centurio, all should unlock if you tick that option "Unlock Plants/Animals", but if you have additional plants installed through mods you have to build a port and start an expedition.
MEGADORI 16 May, 2018 @ 1:06pm 
If however you haven't had time to play the game yet, but wanted to put out an extensive mod compilation for it, I would suggest you ask other players to test the mod for you, when you can't do so yourself, before you publish it. A lot of issues can be avoided in that manner.

Also, are you sure that you have tested your mod with a bigger population? You profile says that you have reached a maximum of 52 population so far.
MEGADORI 16 May, 2018 @ 1:02pm 
Chaitu, I am trying not to be rude, but I think if you put out mod compilations, it is better to first test all aspects of it in your own game. Especially for mods, that greatly change the balance of the economy, as well as basic processes like transport and resource spawning.
Looking at your profile, and seeing your personal progress in the game, I find it hard to believe that you really have tested your mod to the full. For example, you haven't used the school or port expeditions, yet your mod does touch both of these. So how did you make sure that your changes are working and balanced?

That is, of course, if not for some reason you have made a brand new account just to post this mod and bought a second version of the game for it, which would be unusual but your own personal decision.
centurio63 16 May, 2018 @ 11:39am 
Hi @Chaitu. Unlock plants/animals, but only apples and chicken can be produced. How to produce other animals and fruits?
Chaitu  [author] 16 May, 2018 @ 11:21am 
Thanks 'Q', currently game doesn't support that inside the house pages sadly. However I will keep digging the code for any trace of possibility.
The_Q 16 May, 2018 @ 3:48am 
LOVE YOUR MOD.. was wondering if theirs a way to mod it so you can tell the people in the houses to work at an area/job
DouggyBiscuitz 16 May, 2018 @ 12:22am 
Hello, @Chaitu, the bug of excessive building times still exists (on building fields only) whenever Free Base Buildings is ticked on. As I tried placing a 10 x 10 field, it will still need a 64 building time.
Chaitu  [author] 15 May, 2018 @ 11:28pm 
I have 352 population and it works fine, we have to figure out what else is wrong. can you ping me once you are online?
nuandam 15 May, 2018 @ 12:46pm 
When I have 275 workes the game failed...
Chaitu  [author] 15 May, 2018 @ 11:13am 
Done, enjoy the update :)
DouggyBiscuitz 15 May, 2018 @ 3:50am 
Awesome, @Chaitu! Thank you very much. :steamhappy:
Chaitu  [author] 15 May, 2018 @ 1:29am 
Oops, there must be a bug. I will fix it today and will publish the update.
DouggyBiscuitz 14 May, 2018 @ 7:26pm 
Hello, @Chaitu, would just like to ask which mod under Gods Mods that multiplies the building progress of fields? It seems that if I make a 10 x 10 field, it would need a 64 building progress. I'd just like to tick that off to fit my style of play. :steamhappy:
Chaitu  [author] 12 May, 2018 @ 6:59pm 
For now you can sell what you don't need and get what you needed most in the castle market.
Chaitu  [author] 12 May, 2018 @ 6:56pm 
Hi jay, it's definitely possible but it will clutter the whole UI, so instead of a better start I will change that option to "Starting difficulty" in the next release, there I will adjust all the resources and starting buildings according to the difficulty. I will work with some of you for suggestions. Please ping me when you are online.
jayprof 12 May, 2018 @ 4:49am 
Hey bud, is there a way to edit values in your mod? I like the Better Start, but want to remove some starting resources.
Chaitu  [author] 11 May, 2018 @ 7:34pm 
We will work together, ping me when you are online
SILVER87000 11 May, 2018 @ 12:37pm 
I removed the mod working table and that's not the problem. I'm looking at other mods to delete