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.
3. New stoned foundation.
4. New indoor and outdoor redesign.
5. New lights setting.
6. New, improved textures for roof and walls.
7. Optimized building cost.
8. More workplaces at industry buildings.
9. New building - Tailor's Apprentice instead of Weavers Hut.
10. Added connection with lumber and daub when those materials are present in the game.
I'm fully aware about MA professions but when it comes to new profession in-game we need to operate on those added in core game. Any other advice you want to give?
I am encountering i little issue with the tailor shop , whenever i add a tailor , the building will not accept it , basically no tailor wants to make it his workplace .
I don't know if anyone had similar issues , but would like to know if that was the case !
Thank you
@Darius the blacksmith, Lake Village MOD is connected with Medieval Clothing MOD.
I have more than enough Hemp, but can't seem to get the "rope" option. Should I destroy the building and rebuild it? or is there some Technology I need to research? (I am also using Megadori's Academy / Tech Tree - I looked all over it but could not find anything)
Thanks for your help, and awesome mods as always!
(btw, I have respected the LO as per your list)
Cheers!
One of my followers suggested it a while ago so yes, I joined Patreon and donations are possible :)
https://www.patreon.com/eiennoshikakufv
Latest changes are always posted in there so check from time to time :)
See you around :)
I just came to my mind that another simple solution could be to create a mod (just another one, sorry..) called Weaver'Hut (very small) where you can just make Linen Clothing and Cotton Clothing (even better Linen Fabric and Cotton Fabric), to be used later on in Tailor Shop for the final clothes, as it is now.
This way no micromanaging, just set production limits in both buildings.. What about this?
Each crafting building has it's own recipes and unfortunately recipes must be chosen manually :) This is core game mechanics and was designed this way by devs. I can program building to make something different on it's own but first, it could make game unstable and second this is something I would rather avoid at all cost. Game as it is now can't handle more advanced coding.
To avoid things you described you need to have few buildings not only the one and then you can choose different recipe at specific building :)
Does this help you in some way?
One remark: Tailor shop makes 2 byproducts (Linen clothings for Linen Garments and Cotton Clothing for Cotton Garments) and 3 endproducts (Linen, Cotton and Woolen Garments).
This means that you have to order first, for example, 50 Linen clothings (water+flax) then switch production to Linen garments (Linen clothing+hides+dye) and the same for Cotton garments.
By the time all this is finished, my population has reached 100 and I have to start all over again.
In other words, a lot of additional micromanaging in a game with a lot of it already.
Would it be possible that Tailor Shop makes on its own the byproduct (Linen clothing) when you order Linen garments, so that with max. limit all this additional micromanaging is avoided? Tnks:
You need it to craft normal clothes at Tailor Shop and linen cloth is an ingredient in recipe Linen garments, did you read mod description? It's described
• Linen clothing and cotton clothing made at Tailor Shop (as resources for linen and cotton garments – linen as clothing for Spring, Summer, cotton as clothing for Fall and Winter).
Mod list position 2nd after "medieval crops".
Thanks for answers :)