Life is Feudal: Forest Village

Life is Feudal: Forest Village

Lake Village
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Sir Foxy  [developer] 6 Aug, 2018 @ 2:45pm
The lake village guide to new buildings
This discussion will serve as a small guide for all the new buildings this mod adds.
Last edited by Sir Foxy; 6 Aug, 2018 @ 7:27pm
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Sir Foxy  [developer] 6 Aug, 2018 @ 3:12pm 
Bakery
The bakery is a smaller version of the vanilla bakery, and only allows for bread and fish pies to be made. However it comes equipped with its own grinding stone. This Allows to make both pies and bread directly from grain, however this will be at a reduced speed compared to using flour.


Bridges and pathing
In order to let villagers walk from one building to another, bridge segments and premade bridges will need to be used. The bridge segments work much like the vanilla bridges work, however are more flexible in placement. The premade bridges mainly serve decorative purposes, but can still be used as a functioning pathing.


Church
With healers and doctors hard to come by on the lakeside, villagers will resort to faith to get them healed. The procedure work just like the healers workshop as herbs are still needed to cure sickness.

Every hour the church bell will inform the villagers of the time.


Decorative buildings
This mod offer numerous decorative objects to be placed down, from lanterns to boxes and crates. The gardens, outhouse and playground will also provide a small happiness bonus to the surrounding houses.

Another decorative building are the railings, they will serve as a fence to block of any unwanted passaging.


Driftwood collector
The driftwood collector allows you to collect logs and firewood that are drifting on the water. It can be used to collect both logs and firewood, or to directly cut the logs into firewood. The driftwood collector can supply you with logs and firewood without the need of any tree’s.


Fisherman's lodge
The fisherman's lodge is practically the same as the vanilla version, with a slight change in the footprint. The lodge is also equipped with a decorative fishing ship, which can be placed all over the map.

Fishing pier
The fishing pier lets you place down a location where one fisherman can be assigned to catch fish. It works the same as the vanilla fishing dock, deeper water and less fisherman nearby will lead to more fish being caught.


Floating garden
The floating gardens allows for small fruits and vegetables to be planted right above the water. This fully eliminates the need for a nearby water source. Whilst not being an exact copy of the vanilla farms, the floating gardens will try to mimic the farming behavior.
  • Planting: Crops start growing once temperatures reach 0°C or 32°F or above. Crops can grow without any workers assigned, however this will be at a reduced speed of 10%.
  • Weeding: Once planted the crops will require a worker to remove the weeds, if no worker is present the growth will be reduced by 30%.
  • Harvesting: Full grown crops can be harvested continually until temperatures drop below 0°C or 32°F.


Houses
The mod offers 3 houses, all 3 are the exact same building, but change in appearance.
Every house can be upgraded twice, giving 3 building stages in total.
  • The first stage is comparable with an improved shack, only 4 residents and low happiness.
  • The second stage is comparable with a small house, and houses 5 residents with a higher happiness bonus.
  • The third stage is an improved small house, and houses 6 residents. It will also change the bottom floor to have stone walls and a stone floor instead of the wooden stilts.

Market
The market is the central storage building functioning like a barn or tradefair. However dedicated workers can haul resources within a certain radius towards it. A simple selection for types and amount of recourses can be made. Versions for both land and water are included.
To see which resource belongs to which group you can hover over the groups icon. The amount set in the textbox will be the individual limit for each resource within the group.

Mollusc farm
The molluscfarm is a replacement for the fishfarm and allows for small fish and seaweeds (herbs) to be collected. The focus can be selected by toggling the buttons in the building’s window. If for example the herbs get deselected, you will be able to collect more fish, but will see a drop in the collection of herbs.

Port
The Port allows to create ships which can be send on an expedition or on a quest. A full explanation can be found in the 'The full description of ports and shipbuilding'.


Ropeyard
The ropeyard is the only land based building, however one of the more importand buildings as it produced the resource “rope”. This building material is mainly used in the production of the newly added lake village buildings. The ropes are produced from flax at a 1 to 5 ratio.


Ship burial
Since it is rather unsafe to use a pyre this close to nearly all wood based buildings, and burying is no longer possible over the water, the last resort is to give a ship burial to the deceased. Each time a burial has been performed the ship will need to be rebuild, this however will happen automatically.


Storage
Small stockpiles can be used to store materials or food, both can hold up to 2000 resources. If you wish to store more you will need to use the tradefair, which can hold up to 3000 resources or 4000 when upgraded.


Tailor
This is a near copy of the vanilla tailor, the main difference is the appearance and building footprint.


Well
In order to collect water you will still need to build a well, however the difference with the on land version is that this well cannot run out of water.
Last edited by Sir Foxy; 28 Feb, 2019 @ 2:52pm
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