Kid - Workplace Village V1.17https://worldofbanished.com/index.php?action=downloads;sa=view;down=527
This mod is my WorkPlace mod with some additional buildings.
V1.11 Stopped fences from rising ground.
V1.12 Stopped covers from rising ground.
V1.13 Added more items to Tailor, Butcher, and Preservist menus
Fixed version number and Town Hall menu.
V1.14 Fixed a blocked square in the Trader. Animals ran away.
V1.15 Rebalanced the Dairyman menu
V1.16 Fixed too-high mill numbers
V1.17 Fixed a misplaced build-stage in the trader.
QuoteV1.13
Steak (12 Beef)
Lamb Chop (12 Mutton)
Roast (12 Venison)
Chop (12 Pork)
Steak (12 Bear)
Steak (12 Bison)
Ribs (12 Boar)
Sausages (6 from any meat)
Hide Coat (2 Leather)
Linen clothes (4 Flax)
Wool Coat (2 Wool)
Warm Coat (2 Leather + 2 Wool)
Warm Coat (2 Fur)
Warm Coat (4 Flax + 2 Down)
Warm Coat (2 Leather + 2 Down)
5 houses - straight and angled - 4 persons
Stackable cabins - 4 floors - 3 persons
Hostel - 4 families of 4
Town hall, school, hospital, chapel, trader, barn
The fence, storage shed, and cover from old WorkPlace 1.6 are all here.
all comes in 4 textures.
(https://worldofbanished.com/gallery/2582_20_12_23_4_43_25.jpeg)
If you recognize some buildings it is because I re-use and retexture. ;)
Be well. :)
Nice cabins kid1293. Along with the other Workplace will be perfect, now the old version can be safely exchanged. Thank you very much. :)
@kid1293 are the orignal workplace houses still in this mod?
No, the original houses (4 textures) are gone.
4 new houses I took from Medieval Grace and re-textured have come instead.
In straight and angled versions. Still 4 textures. A lot of houses :)
If the textures have been replaced can both versions be used in the same game.
Perhaps we should Workshop Village v1 and Workshop village "plus" with the original textures?
Possible?
What do you think?
@Glenn the textures have not been replaced, these four textures are the same as the original 4 Workplace textures. Four house from Medieval Grace were retextured with the Workplace textures and added to the Village mod. All the pieces except the original house (in the 4 textures) are in the Workplace and Workplace Village. The original mod has been divided into 2 parts and more houses have been added. They are the original texture. You do not need to use the original Workplace mod if you use the Workplaces and the Workplace Village.
Ok, thank you
Hi and Good Morning.
Old house is coming back in. It will be 5 houses in 4 textures. Straight and angled.
This mod contains the workplaces too. I was maybe not clear about that.
Load either Workplace OR Workplace Village, not both.
So, finally time for an update. Version 1.1.
I hope you enjoy it and at the same time I want to wish you all a Very Merry Christmas!
See you next year with a new project. :)
:) No Julmust , I will drink a scotch hoppy ale to the food.
They do more than smokey whisky in Scotland! :)
Have a nice time!
merry christmas
Merry Christmas :)
Thank you kid1293. :D Merry Christmas :D
Thank for this update Mr Kid.
I tried it and like it a lot.
Merry christmas ! :)
(http://worldofbanished.com/gallery/10838_23_12_18_2_13_57.jpeg)
:) I see you got Rudolphe in place :)
I wish you a nice holiday with peace and good feelings.
@hopledor Hi! How did you get so many sheep in one location in your picture?
@adelegarland Hi! I was trying the mod called Busy Pastures by Kralyerg.
@hopledor thanks. What does it do and can I try it?
It doubles everything in pastures. It seems to work with vanilla and CC livestock but not RK I think.
http://blackliquidsoftware.com/index.php?/files/file/23-busy-pastures/ (http://blackliquidsoftware.com/index.php?/files/file/23-busy-pastures/)
Quote from: hopledor on December 24, 2018, 09:36:10 AM
It doubles everything in pastures. It seems to work with vanilla and CC livestock but not RK I think.
nop, wont work with MY animals :)
V1.11
Just a small update to stop fences from flattening the ground.
http://worldofbanished.com/index.php?action=downloads;sa=view;down=527
Thank you :)
New update. :)
V1.13 Added more items to Tailor, Butcher and Preservist menus
I was out of sync with this mod and my updates.
Sorry for trouble. :-[
I have fixed version number and changed Town Hall menu to a full menu. Was only inventory.
Please download again to be up to date!
Anyone reading chapter 4 of blog story #37 http://worldofbanished.com/index.php?topic=2857.0 will see there is a problem with livestock and Workplace Village Trading Post. It is not just with the pigs but also vanilla chickens in separate tests. I have used RK pigs before with no problem but was not using RK wild animals. Kid has been unable to reproduce problem or find anything wrong with trading post or other new mods used in story. In separate test no problem with Old Town or Tiny Livestock trader.
So, problem as shown in story, livestock arrived with no pasture built for them, river boat pulls away from dock, livestock jump in water, cross river and go to southeast corner of map. Pasture then built, they go to pasture. Another test, room for 1 in existing pasture - 1 goes to pasture, the others go across river to corner of the map.
I am wondering if anyone has had a problem with Workplace Village Trading Post, with RK livestock, or purchasing livestock on a map with RK wild animals.
I will do more testing after Misty Meadow story is completed but am hoping for some insight before then. :) Please let us know if you have experience a similar problem. Thank you
it does that with all trading posts ?
@RedKetchup No, I saved game, demolished this trading post and build Old Town Trader and Tiny Trader in its place and there was no problem. The livestock stayed on the dock. The Workplace Trading Post works correctly on Kids test maps.
After more testing it does not appear as if Workplace Village trading post is the cause of the escaping livestock problem. :)
I played with RKEd only (all wild animals and a lot of different animals to buy). I only bought animals twice to the canal port; sheep and longhorn cattel. No weird things.
Thanks,
@Nilla I used RKEC full in story Red Rock Quarry and even traded for livestock pigs with no problem either - no weird animal behaviors. :)
I hope this isn't being looked upon as performing a necromancy on this thread but i do have an inquiry:
How do i delete the upper floors of the stacked cabins? if i marquee around a built 3-floorer for disassembly the bannies only take down the lowest floor.
Click the cabin you want to remove and there is a button with an 'X' on it.
That's the remove button. I had to make it that way since they share the footprint.
Hello, friends.
V1.14 - This is just a small fix for the 'Runaway Livestock' I had in this mod.
It was a blocked square I missed earlier.
Busy, busy, busy. even on Christmas Eve
@ kid1293 ;D ;D ;DThank you very much. A lucky star for You.