Life is Feudal: Forest Village

Life is Feudal: Forest Village

More complex building materials
95 Comments
MEGADORI  [author] 6 Feb, 2023 @ 10:54pm 
If you are using "Research and Academy", some of the prodoction options need to be researched! Please see the tech tree provoded with "research and academy" (in the mod page screenshots, or when clicking on a castle/academy building) https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1417924853
Furniture is available with ironworks tech in specialized crafts (because furniture require ironwares)
+The_Doctor+ 5 Feb, 2023 @ 8:25am 
So i got the crafting table but it only lets me make primitive tools and cloths. How do I get furniture
Rettie 16 Feb, 2021 @ 10:30am 
Hi I am afraid that sawmill produce only firewood for me. Did I did something wrong ?
MEGADORI  [author] 3 Aug, 2020 @ 1:03pm 
Frisk Dreemurr - A mod that has new resources (like the lumber etc in this mod) can normally only be deactivated for a new game. The resources that are already produced in an existing savegame (like in barns, houses, etc) are part of the safe file, and without the mod, that save file can't load. If you want to continue an existing save without a mod that has new resources, you first have to get rid of the resources. I have made a tool for that, the mod resource deleter, found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1530022104
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 :-)
NRW1618 28 Jul, 2020 @ 10:53am 
Hello! There seems to be an issue with this mod requiring clay in important early game buildings (i.e., barn, shack, house, etc.) This isn't too much of a problem starting with houses, as you begin with at least 100 clay. However, in start with no houses, it is impossible to create a barn or any other housing besides a tent as you don't start with any clay in this scenario. Thanks!
Jimmy G 7 Jul, 2020 @ 7:06pm 
i cant disable the mod
Unknownsmile 10 Jan, 2020 @ 6:57pm 
but I cannot make ironwares at that blacksmith workshop (only high q and steel tools) so i have to rely on making the original vanilla blacksmith.
Unknownsmile 10 Jan, 2020 @ 6:56pm 
i will add though, that the independent mod with the blacksmith workshop somewhat conflicts with the research mod. I was able to immediately create high quality tools AND steel tools at the very start of the game without researching them. I'm not sure if its been reported since its not a bug that ruins the game, but just thought to report it to you just in case.
MEGADORI  [author] 9 Jan, 2020 @ 12:08pm 
Unknownsmile - Glad you could work it out :-) Thanks for reporting back with the solution. Ironworks and ironwares is quite similar as a name for the research technologies, maybe I can find a better name to avoid such confusion.
Unknownsmile 3 Jan, 2020 @ 11:13pm 
Disregard my previous comment, I'm embarrassed to report that the culprit was none other than myself. I mistook ironwares for "ironworks" and believed I researched it. After my comment I went to see if I overlooked anything and found it. The blacksmithy worked just fine with no game crashes when i selected the ironwares to be crafted. sorry for taking up your time with this, i guess i missed the disclaimer about possible game crashes when building the smithy before researching it.
Unknownsmile 3 Jan, 2020 @ 11:01pm 
Hello Megadori, I'm having an issue regarding both ironwares and the vanilla blacksmithy. Apparantly, there's no option that appears for either making high quality tools or ironwares, even after i researched it with your other mod. I'm using this mod in conjunction with eien no shikaku's mods which they put together a huge list of not only their mods, but yours and another creator's as well. I've tried troubleshooting this error that happens and can't seem to find the culprit. This has been the only issue i've come across with the mods and i get blank drop-down windows on the regular smithy. And when i go into first person mode with a villager and walk into the smithy, the game crashes completely. I'm not using the "little things" mod either. I'm hoping I wont have to disable every single mod and go one at a time in activiating them to see what's causing the issue as there's over 40 mods being used and they're strictly from eien's list in the proper load order. any thoughts?
Vanakalion 11 Nov, 2019 @ 5:55am 
Der MOD ist wegweisend. Die historischen Kenntnisse der LIF:FV-Entwickler sind mehr als erbärmlich. Es ist eine Schande, nicht schon im Grundspiel Feuerholz von Bauholz zu trennen. Die Sägemühle ist der blanke Hohn. Sägemühlen stehen in aller Regel an Flußufern und betreiben mit einem Wasserrad eine Gattersäge, die Baumstämme zu Bauholz verarbeitet. Ein entsprechendes visuelles Gebäudeupdate ist daher zwingend anzuraten.
MEGADORI  [author] 7 Nov, 2019 @ 11:30am 
valeolignum - Sorry dass ich deinen vorherigen Kommentar übersehen habe! Also wenn du den Revorlution-Mod nicht benutzt, sollten die Rezepte von Goldläuterung und von der Eisenwaren-Herstellung eigentlich nach der Erforschung vorhanden sein. Für die Eisenwaren ist keine Burgschmiede nötig,. die normale reicht (außer halt, wenn man den Revollution-Mod in Benutzung hat)
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!
Valeo Lignum 26 Oct, 2019 @ 8:48am 
*push*
Valeo Lignum 22 Aug, 2019 @ 8:34am 
Hallo MEGADORI, nein eine Revolution Mod nutze ich nicht.

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.
MEGADORI  [author] 21 Aug, 2019 @ 2:55am 
valeolignum - Verwendest du zufällig ebenfalls den Revolution Mod? In diesem Fall kannst du die Werkzeuge leider nur in der Burgschmiede herstellen.
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 :-)
MEGADORI  [author] 21 Aug, 2019 @ 2:51am 
kay120277 - Es handelt sich um ein Problem, das vom "Revolution Mod" verursacht wird. Dieser stellt die Schmiede so ein, dass ausschließlich die vom Revolution Mod vorgesehenen Rezepte in der Schmiede verfügbar sind. Leider gibt es für mich keinen Weg, darauf Einfluss zu nehmen. In der Burgschmiede jedoch sind alle Rezepte meiner Mods und aus anderen Mods verfügbar.
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.
Valeo Lignum 18 Aug, 2019 @ 5:39am 
Ich kann auch kein Gold erzeugen und ich weiß zurzeit auch noch nicht woran das liegt.
Valeo Lignum 18 Aug, 2019 @ 5:37am 
Hallo MEGADORI, ich habe das gleiche Problem wie kay120277. Trotz der Erforschung von Eisenwaren, kann ich diese nicht in der Schmiede herstellen. Ich habe jetzt schon verschiedene Modkombinationen versucht. Selbst mit dem Minimum an benötigten Mods wird mir das Zezept nicht angezeigt. Unter diesen Umständen macht es für mich aktuell wenig Sinn weiter zu spielen, da mir deine Mods echt gut gefallen.
MEGADORI  [author] 13 Aug, 2019 @ 4:21am 
mama's boi - Have you already upgraded your lumberjack lodge to a sawmill? A sawmill can produce lumber from logs (no advanced resources needed for upgrading)

kay120277 - Danke! Ich hab dir eine Freundschaftsanfrage geschickt, damit du mir das senden kannst :-)
hahaha 9 Aug, 2019 @ 2:08am 
i cant find lumber proccesing, how to get lumber?
kay120277 29 Jul, 2019 @ 2:26pm 
Ich würde dir gerne einen Screenshot schicken oder ein Savegame mit Logdatei.
Gruß Kay...
kay120277 29 Jul, 2019 @ 2:09pm 
Habe Eisenwaren erforscht in der Akademie, doch es ist kein Rezept in der Schmiede verfügbar.
Mod steht an erster Stelle.
MEGADORI  [author] 5 Jun, 2019 @ 12:19pm 
greyotter - Please refer to the screenshot showing the load order for this mod and Research&Academy. The mods you mentioned would usually go where it says "other mods go in between here", unless otherwise specified by the creator :-)
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
greyotter 30 May, 2019 @ 3:57pm 
OK Got it thanks am using Research&Academy mod also if you could post load order of mods for trade empire. I have seamstress,tannery, Pottery, glassworks, Fletcher, fishmonger,silver, tin, copper, salt, and sand mines
MEGADORI  [author] 25 May, 2019 @ 2:11pm 
greyotter - I assume you are using the Research&Academy mod? If yes, note that ironwares, as well as steel tools, need to be researched. Please refer to the tech tree :)
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!
greyotter 23 May, 2019 @ 4:39pm 
Am i missing something.Do you have another mod that produces Ironwares
greyotter 23 May, 2019 @ 4:29pm 
Smith does not produce Ironwares. So i basically cant build any large buildings. Another byproduct of your mods is i can no longer produce Steel Tools. So for the time being it seems More Complex Building Materials is just to complex for Me.
Sir_Chfer 29 Apr, 2019 @ 1:37pm 
je viens de relancer le jeu et cette fois le menu quincaillerie apparait... Desolé pour le dérangement..
Sir_Chfer 29 Apr, 2019 @ 1:32pm 
oui je l'utilise. J ai déjà recherché et obtenu quincaillerie.
MEGADORI  [author] 29 Apr, 2019 @ 1:23pm 
Sir_Chfer - Est-ce que tu aussi utilise "Research&Academy" ? Quincaillerie doit être récherché avant qu'elle apparaisse dans la ferronerie :)
Sir_Chfer 26 Apr, 2019 @ 2:21pm 
Bonsoir Megadori. Je viens de demmarrer une nouvelle partie Le menu quincaillerie ne s'affiche pas dans les options du batiment ferronerie ? J'ai les mods chargés dans l'ordre indiqué sur le tableau de Eien no shikaku. More complex est le 1er de la liste...Merci de m'éclairer sur ce que je n'ai pas respecter !!
MEGADORI  [author] 18 Apr, 2019 @ 5:15am 
jumbled - thanks for notifying me. I can't directly view the files in the workshop, so I have no means of knowing when an upload didn't go through (which is fairly often -.- ) I'll reupload the whole affair later today.
jumbled 17 Apr, 2019 @ 3:52pm 
BTW, what are the specs on the pastures supposed to be now? I'm still seeing 40/20/5 on this side. I'm fairly sure it updated with whatever is online. I unsubscribed and resubscribed to insure the files were physically removed and restored, and it's still showing the same values.
jumbled 17 Apr, 2019 @ 2:05pm 
You sound like a history buff. :)

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.
MEGADORI  [author] 17 Apr, 2019 @ 2:42am 
jumbled - Interestingly, you are describing a very authentic issue. Charcoal was such a widely needed commodity that many thiefdoms and kingdoms had laws in place that were to prevent complete deforestation for lumber and charcoal. It is no coincidence that the industrial age bloomed after more efficient techniques to mine stone coal had been developped and large deposits of brown coal had been discovered and started to be mined in open pits.
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.
jumbled 15 Apr, 2019 @ 1:32pm 
I'm aware of this. Moving it also seems to fix the issue, so it's an either/or at this point (and also assumes you're paying attention and realize you're supposed to get 3 from this mod, as the default is 1).

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. :steamfacepalm: I wasn't using the other one to set the outputs, only the number of workers available at some stations (to save me having to build multiple of everything). I don't necessarily like some of these pitifully tiny buildings using one person to make stuff I clearly need in mass quantity after a while, like fuel. More efficient buildings would be preferable, especially for a growing town.

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* :steamhappy:
MEGADORI  [author] 15 Apr, 2019 @ 7:08am 
jumbled - the "little things" mod has an option where you can adapt the output of the iron smelting. Set that to 3 and you get the correct production result :)
MEGADORI  [author] 15 Apr, 2019 @ 6:49am 
Update:
Pasture building costs have been adapted.


***

Die Baukosten der Tiergehege wurden angepasst.
MEGADORI  [author] 15 Apr, 2019 @ 6:49am 
jumbled - I wasn't aware the "little things" mod did this, thanks for pointing it out. It is an avoidable issue and I'll talk to the creator :)
jumbled 13 Apr, 2019 @ 10:44am 
I might also recommend something for other players. If you use the "Little Things" mod, it should be above this one, as it defines new values for workers and output quantities for various buildings, including such as the furnace for iron, and this was conflicting with your modded iron. I was getting ONE iron coming out of SIX ore in my furnace, using coal as fuel, vs 3 iron for 6 using firewood. When I moved the other mod, it seemed to correct itself.
jumbled 13 Apr, 2019 @ 9:57am 
Those must've been some really expensive pastures, nearly as much as a hostel or other big building for people. But these are simple post and rail fences and wooden shacks for animals, not high-rise apartments for the rich and famous. LOL

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.
MEGADORI  [author] 13 Apr, 2019 @ 4:07am 
jumbled - The building cost in lumber and ironwares are all based on the original prices. Now that you mention it, there was a game update that made pastures as well as fields and orchards significantly cheeper, and it's possible that this mod is older than that and wasn't changed accordingly. Need to check it!
jumbled 12 Apr, 2019 @ 5:54pm 
Is it normal for pastures to cost an arm and a leg (and several internal organs) to build? It seems they multiplied nearly by a factor of ten for logs. I tried putting down a fairly modest sized pasture (doesn't matter, cow, pig, sheep, all the same), and it's costing me 600 wood (plus hay and ironwares now). This is for a 14x22 size field, going at 40 wood, 20 hay and 5 ironware per block. Wow, that's an expensive pasture (which is not likely to last very long as I tend to move things around a lot). I believe the original cost was in the single digits for wood. Is this correct, or a typo?
whtrckt 12 Feb, 2019 @ 10:57am 
Thanks! Building the Academy now.
MEGADORI  [author] 11 Feb, 2019 @ 11:37am 
whtrckt - You're not doing anything wrong - the ironwares can be normally produced at the normal smithy and the castle smithy is not required (which is available in the castle building category)

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.
whtrckt 11 Feb, 2019 @ 11:24am 
New to the game. LOVE IT! Love the mod so far! I am though, having trouble finding finding the production building for “ironwares” . My “blacksmith” only produces wrought iron. The mod references “smithy” and “castle smithy”. My blacksmith does not appear to be upgradable at this time. Am I missing the “smithy” in he menu? Or is that a reference to blacksmith? Be nice I am a noob to this game. :-) Currently under Year 10 in the game. If some one could point me in the right direction, that would be great. Thanks in advance.
Sir_Chfer 22 Jan, 2019 @ 8:04am 
Merci. j'avais pas bien compris...C'est du beau travail. Felicitations. Un régal de jouer avec tes mods.:steamhappy:
MEGADORI  [author] 22 Jan, 2019 @ 7:51am 
christianferry57 - pour la production bois d'oeuvre, il faut ameliorer la hutte de bucheron :)
Sir_Chfer 22 Jan, 2019 @ 3:07am 
le menu déroulant de la hutte de bucheron ne propose que des buches de chauffage ..je ne vois pas comment faire ce bois d'oevre