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Furniture is available with ironworks tech in specialized crafts (because furniture require ironwares)
Be careful to follow the steps in the instructions, and don't forget to make a backup save :-)
NRW1618 - Thanks for reporting, I'll see how I can best address this issue :-)
Tritt das Problem für dich in allen Saveständen auf oder nur in einem bestimmten?
Gold kann aber auch im Bergwerk (Eisenmine) abgebaut und durch Handel erworben werden!
Zum Thema Gold, die Leuterung sollte doch theoretisch in einem Schmelzofen möglich sein. Da gibt es bei mir nur Gusseisen (2 Möglichkeiten der Herrstellung). Da kann ich aber kein Gold leutern. Das hindert mich an weiterer Forschung. Eine Burgschmiede kann ich auch nicht herstellen, da mir dazu die Eisenwaren fehlen.
Zu dem Gold, dies hat mit dem Handels-Imperium-Mod zu tun, und nicht mit diesem hier. Bitte schildere dein Problem dort genauer, insbesondere was genau du mit Herstellung meinst, da Gold nicht hergestellt wird, es sei denn du meinst die Veredelung :-)
Dieser Mod (Komplexere Bau-Materialen) und der Revolution-Mod sind NICHT kompatibel. Beide Mods ändern die für Gebäude benötigten Baumaterialien und ergänzen sich dabei nicht, sondern "streiten" sich um das Recht, wobei der Mod der in der Reihenfolge als letztes steht das Vorrecht hat, und die Baukosten des anderen Mods werden dann ignoriert, sprich die Materialien sind nutzlos. Es macht daher sehr wenig Sinn, beide gemeinsam zu verwenden.
kay120277 - Danke! Ich hab dir eine Freundschaftsanfrage geschickt, damit du mir das senden kannst :-)
Gruß Kay...
Mod steht an erster Stelle.
Eien no shikaku has posted a very helpful chart that shows the exact order of the more common mods and shoud cover all those you mentioned, I believe. You can find this chart on eien no shikaku's uploads
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1417924853
Please always read the description of any mods you activate, so you know what you are getting yourself into :D
If you have any unanswered questions about production research, please post them over at the other mod. If you are NOT using Research&Academy, let me know!
I would generally agree that this game resembles an 11th or 12th century period, although I wish they had carts and wagons in the game. I doubt even in those days, people carried heavy loads of timber and stone on their backs.
I'm trying out your earth kilns now. I like how they use straight logs, rather than firewood. It saves a step.
This is, however, an 18th century solution, and I personally would like to keep treating Forest Village as an 11th century game. The earth kilns are already twice as fast at producing charcoal and require less workers, and if you really want to use charcoal als primary heating fuel instead of firewood, that is perfectly feasible by setting up a realistically sized industry (and have enough woods) :)
Oh and, as I can not prevent other mods from editing the same core values as my mods do, your changing of the mod order is probably the way to go.
Personally, I would prefer if your mod is going to set something, we leave it to the inherent controls rather than trying to mod a mod with another mod.
Now, if someone were to create something to produce large quantities of charcoal (and using multiple workers), as a replacement for the little kiln.... *cough*
Pasture building costs have been adapted.
***
Die Baukosten der Tiergehege wurden angepasst.
I made a tentative edit to your LUA file in my game to remove a couple of zeros, but this is only to bring it out of the stratosphere so I could actually build something. According to my information here, I think the regular price is 5 wood per square, so I changed your numbers to 4 wood, 2 hay and 1 ironware as opposed to the original 40/20/5. I'll leave it to your later judgment on what you think is right according to the direction of your mod.
Your issue can have two possible causes:
1. With the mod "Research&Academy", ironwares (as well as many other products) can only be produced after they have been researched at a research building. If you are playing with that mod, refer to the tech tree available in the mod screenshots :)
2. If you are using the Mod "Revolution Mod Survival", the products that can be produced at the smithy are restricted by that mod. This is a thing I only learned very recently and did not foresee when making this mod; it creates a real problem because the castle smithy requires ironwares to be constructed. A fix for this issue will come with the next update of this mod in the next days.
If you are using neither mod, please let me know, because then there may be a different error or compatibility issue.