World of Banished

MODS Garage => Mod Talk => Topic started by: RedKetchup on May 22, 2015, 02:15:11 PM

Title: New Medieval Town version 1.02
Post by: RedKetchup on May 22, 2015, 02:15:11 PM
New Medieval Town version 1.0

http://worldofbanished.com/index.php?action=downloads;sa=view;down=71 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=71)


New Medieval Town version 1.0

This big mod is the new RedKetchup vision of a medieval town center. This nod will help you to faufill a dense and populated medieval center by pushing further the Graphic Overlap Technology ™ used in Colorful Little House mod.

This mod add:

Blacksmith , Tailor , Tavern : New fresh model based on the original one with its own 2-story residence that can be built ontop of it.
Hunting lodge : has been seperate in 2 , the hunters part, and the residence for the hunters.
Watermill : this is the original watermill i did months ago : Miller, a new profession, working hard to mill grains into flour.
Windmill : totally new model based on the dutch windmill : millers also working there to mill grains into flour.
Bakery : new building with new profession: Baker. Bakers are taking flour and make bread, cakes (with honey) and pies (with honey and some fruits or nuts)
Pond : new building that allow 4 fishermen taking fishes. usefull when the river and water are far on the map.

New 3 story Medieval Houses : each of the 3 floor have 6 different models ( auto rotating or with "F" key ) giving you 216 (6x6x6) possibilities to get a unique different medieval house.

New medieval shops : which can also fit as a first floor and totally compatible with the 2nd floor and 3rd floor medieval residences :
- Apothecary : new and smaller version of herbalist hut, more suitable for a center town.
- Butcher shop : new building and new profession : butcher. The butchers are taking meat (Beef, Mutton and Venison) and are making meat cuts ( Steaks, Chops and Roasts).
- Barber shop : new building held by doctors for an happiness via good health.
- Clinic : new building held by doctors is a smaller version of the hospital, minus the idle attraction.
- Dentist : new building held by doctors for an happiness via good health.
- Library : new building held by clerics take care the 'brain' of your citizens (churches take care of the soul)

Bath house : new building held by doctors for an happiness via good health. this 2-story high building is only compatible with 1x third floor.
School : new education building held by teachers, is more suitable for a more dense population. And it is compatible with the 3rd floor residence.
Water tower : new building held by the traders, provide an easy source of food but poor in nutriment.

Wonder : The Majestic Cathedral is the first wonder of the game. a wonder is a lifetime project for your civilisation. it ask alot of resource and alot of work, but it is so Majestic.

New Vendor shops : These new specialized vendor have high capacity and are fully compatible with the 2nd and 3rd story medieval houses.
- Cloth store : sells all the clothes and the material to craft those clothes.
- Fruit vendor : sells all the fruits, and all the vegetables.
- General store : sells tools, firewood, textiles.
- Meat vendor : sells all meat and all nuts. everything tagged 'proteins'.
- Stone shop : sells everything needed to build new buildings (wood, stone and iron).

in a future release, there will be also some 'corner' Medieval Houses. and some other new feature :)


BUGFIXES and CHANGES :
1.02 : Changed the number of members of the library to 60. reduced alot of almost all building costs BUT the cathedral.
Title: Re: New Medieval Town version 1.0
Post by: RedKetchup on May 22, 2015, 02:26:57 PM
this version is equal in all aspect to the version on workshop :)
Title: Re: New Medieval Town version 1.0
Post by: Glenn on May 22, 2015, 06:09:16 PM
Thank you Red,

I have just download the general release version of the mod and want to say it was a pleasure in using the mod when it was being tested in Beta.
If you are looking for something a little easier it may be possible to adapt pre-existing mods from elsewhere with the permission of their creators.

For example in Blender Swap Daniel 74 has a selection of nice mods that could suit your style with a few alterations to the Banished ideal
Daniel offers his mods freely for all to use

http://www.blendswap.com/blends/user/24625


In Sim City 4 there are a host of mods available that could be similarly twigged for Banished -- with the permission of their creators.
From what I can see most creators are happy with a simple acknowledgment of their mod and are flattered that other people want to use them.

D66 ---    http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1284

He has an English cobblestone set that would be nice to use on the outskirts of a main town in a transition zone between urban areas and farmland.

ionionon ---    http://community.simtropolis.com/files/file/23513-modular-medieval-port/

Has a very nice medieval trading port and sailing boats
He also has some interesting mines that would greatly enhance what is currently available in Banished.

Thank you for everything that you have done

Title: Re: New Medieval Town version 1.0
Post by: Darkbibou on May 23, 2015, 02:35:49 AM
Congratulations for all the work done @RedKetchup !

I'm happy to see you back on Steam too :D

I can make the french translation if you send me the StringTable file (if you don't want to do it yourself of course).
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 23, 2015, 06:52:59 AM
BUGFIXES and CHANGES :
1.02 : Changed the number of members of the library to 60. reduced alot of almost all building costs BUT the cathedral.
Title: Re: New Medieval Town version 1.02
Post by: DesoPL on May 23, 2015, 12:07:33 PM
If i can suggest something.

What about an farm fields, but protected in greenhouse from rain? It was possible?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 23, 2015, 12:55:10 PM
i dont understand the question.
Title: Re: New Medieval Town version 1.02
Post by: Triskel on May 23, 2015, 03:36:39 PM
@RedKetchup

Downloading and giving the new ponds a try. (I wish you could make somekind of smaller pond to serve as decoration aswell)
Thanks a lot.

PS: I think he means a Greenhouse to protect crops from harsh weather.

@DesoPL

I don't know if you already knew about it but you can get a Greenhouse building using this mod: MOD: Decorative Items Pack v 1.3 Beta, also by Red.

Here's the link: http://worldofbanished.com/index.php?action=downloads;sa=view;down=8
Title: Re: New Medieval Town version 1.02
Post by: Lowell on May 23, 2015, 05:29:16 PM
Been playing version 7 of this, it is a great mod. What I like beyond the great artwork on the three story homes, is the increased population numbers in a smaller package, allowing me to spread things out a tad.  8)
(http://crimsonsun.cc/Medieval_027.jpg)
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 23, 2015, 07:01:44 PM
really beautiful houses :)
Title: Re: New Medieval Town version 1.02
Post by: Darkbibou on May 24, 2015, 02:41:37 AM
Quote from: Darkbibou on May 23, 2015, 02:35:49 AM
Congratulations for all the work done @RedKetchup !

I'm happy to see you back on Steam too :D

I can make the french translation if you send me the StringTable file (if you don't want to do it yourself of course).

Can I get an answer please @RedKetchup ? :)
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 24, 2015, 05:22:28 AM
oh ya sorry, i forgot ^^


sent
Title: Re: New Medieval Town version 1.02
Post by: cmac86 on May 24, 2015, 11:02:54 AM
I cannot get CC 1.4 working with any mods. Can someone post to me their mod list in their current game?? please can someone help me,

Below i will post the mods that i used before messing up my mod list, the order i had them in worked before i downloaded CC 1.4 and now all i get is an error. Please if someone organise how my list should be so there is no problems.

these are the mods ive used and want to use. they are not in any proper order.

CC1.4
Redketchup medieval town
Redketchup castle mod
Fountain mod
Redketchup colourful house
roads addon
small vendor
beautiful world
Redketchup college
Redketchup library
storage shed
busy laborers
ridiculous storage
months mod
debug menu
professions mod
Cooper map mod
more workers mod
Redketchup docter house
unlimited mines mod
flatten tool mod

as far as i can see this is all the ones i used before 1.4 was released. now when i losd a new game it either gives an error and closed banished or it loads a new game and alot of stuff are missing like the wood cutter, and all resources, normal houses are missing and the time mod is missing. its all messed up
Title: Re: New Medieval Town version 1.02
Post by: Triskel on May 24, 2015, 11:35:05 AM
I have the same problem, Cmac. I disabled 1.32 and enabled 1.4. That's the only change I made. Same place on the list. I checked their compatible mods list and it should be working fine for me.

It crashes when I start a new game or some buildings are missing.

I'll just stick with CC.EA for the time being. Disabling RedKetchup's medieval mods is not an option to me.
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 24, 2015, 12:00:02 PM
do you guys have the good upload of it ? of 374.08 mb ?
cause at some point they failed to upload it on BanishedInfo and the file had only 351mb.
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 24, 2015, 12:15:45 PM
if you have the good upload of it then this is i want you to do :

1. do a folder on your desktop and move ALL your .pkm in it, all of them and then start a new game and exit
2. then you ll take the CC:golden lama and copy it in windata and start a new game with it, and exit.
3. then you 'll add NMT and NMC in windata and start a new game with these, and exit.
4. continue with all my other mods : college, library, colorfull and doctor house. start a new game with those and exit.

5. put everything else but flatten tool (you dont need it anymore, NMC has it, CC has it.... start a new game and tell me where you crash in the list :)
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 24, 2015, 01:04:27 PM
i tried to find all your mods (minus 1 or 2 i didnt found) and i enable everything... i didnt crashed at all.

i think or you got a bad .pkm or your registry is all messed up. so do what i told :)
Title: Re: New Medieval Town version 1.02
Post by: Triskel on May 25, 2015, 07:07:32 AM
I had the corrupted file so I downloaded the new one. Still crashed. Then I followed your guide and reinstalled all the mods in the order you suggested and it worked.

Thanks Red.
Title: Re: New Medieval Town version 1.02
Post by: nery on May 26, 2015, 02:48:21 AM
Usually, I'm not very fond of having to register, just to get ONE mod (ok, I could have used the one of steam's workshop, but --- no. Getting the game there is enough.  :o ).
Your medieval town is a very good reason to do so. I got your 0.7 Beta version to try out from a friend and I fell in love almost instantly.
The idea of placing residential floors on top of the production building is great. And 3 floors? Enough living space to get a town running with short ways. Yay!!!
Getting a separate menu to easily find the parts of your mod is very very convenient.
But the cake's icing is definitely the cathedral. It's so beautiful and really deserves the name.
I just love your mod and I'm so looking forward to any future update as well as your medieval castle.
Thank you very much for your marvellous work and your generosity to share  :D
Now I'm off to try out the "real" version.  ;)
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 26, 2015, 02:50:29 AM
i am thanks you alot @nery  :) it was an honor :)
Title: Re: New Medieval Town version 1.02
Post by: Fellow Villager on May 27, 2015, 04:40:14 AM
hi red, i downloaded twice your mods (castle and city), selected in mod loader but it says "newmedievalcity 0.7" and the same for catle, don't remember well but it says an old version....it's ok?
Title: Re: New Medieval Town version 1.02
Post by: chillzz on May 27, 2015, 05:31:06 AM
@Fellow Villager
for the stand alone version this is the info :

New Medieval Town version 1.0 (newmedievaltown.pkm - 118 MB (124,642,716 bytes) )
New Medieval Castle version 0.1 even though its beta 0.2 (newmedievalCastle.pkm - 32.6 MB (34,278,206 bytes) )


for steam version : no clue.
Title: Re: New Medieval Town version 1.02
Post by: Fellow Villager on May 27, 2015, 05:36:47 AM
oh, right
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on May 27, 2015, 10:04:33 AM
if you take the link from this thread, at first post, you should be redirected to the download page. and in there , the link that is linked to 'download' at top of the page should lead to Mediafire download.

if you go in the discussion in the Suggestions and Mod Ideas , it leads to a pdf , and in the pdf = 0.7 (if the link is still there :P)


EDIT: Was still there, i just deleted the .pdf and put a link to download section which link to MediaFire download.
Title: Re: New Medieval Town version 1.02
Post by: irrelevant on June 03, 2015, 06:09:40 PM
@RedKetchup I have a town that currently is using New Medieval Town 1.0

Can I switch to 1.02 or would that bugger everything up?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 03, 2015, 09:11:31 PM
1,0 to 1.02 yes

the only time you cannot it is if you have a town before i optimized the polygons of the houses (0.4 i think with cathedral)
if it was later than that, it is all good.
Title: Re: New Medieval Town version 1.02
Post by: Xenon89 on June 14, 2015, 04:18:40 AM
First of all, I love your Medieval Mod! :)

Secondly, one question. Is the Version in Steam Workshop the newest Version (1.01/02)?

And some wishes remarks for the future. What about giving the butcher another product, so he can work with chickens as well? Thats the only meat which is missing there. And could you give your tavern the option to produce Mead out of Honey, like the Apiary-Mod gives the original tavern.
And last but not least: Are you planing to implement additional Professions/Buildings? A Tanner for example to make Leather out of Animal Skin.

Overall, great work RedKetchup! This Mod is brillant!
Title: Re: New Medieval Town version 1.02
Post by: chillzz on June 14, 2015, 03:37:57 PM
Quote from: Xenon89 on June 14, 2015, 04:18:40 AM
What about giving the butcher another product, so he can work with chickens as well? Thats the only meat which is missing there.
yes chicken (and fish) are the ones missing.. Although both would not have been handled by a butcher.


Quote from: Xenon89 on June 14, 2015, 04:18:40 AM
Are you planing to implement additional Professions/Buildings? A Tanner for example to make Leather out of Animal Skin.
There is already a tanner present in the " Tree of Life " mod by @Darkbibou With a tannery made by @RedKetchup
http://worldofbanished.com/index.php?topic=812

Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 14, 2015, 07:26:55 PM
Quote from: Xenon89 on June 14, 2015, 04:18:40 AM
First of all, I love your Medieval Mod! :)

Secondly, one question. Is the Version in Steam Workshop the newest Version (1.01/02)?

And some wishes remarks for the future. What about giving the butcher another product, so he can work with chickens as well? Thats the only meat which is missing there. And could you give your tavern the option to produce Mead out of Honey, like the Apiary-Mod gives the original tavern.
And last but not least: Are you planing to implement additional Professions/Buildings? A Tanner for example to make Leather out of Animal Skin.

Overall, great work RedKetchup! This Mod is brillant!

thx

yes i did check thing to do with chickens but i found nothing valuable to do with, chicken breasts ? chicken legs ? :P
yes i can add mead out of honey, but the apiary mod doesnt give mead out of original tavern , that was a mod from somebody :)
but i think it is most the time to add apiary to NMT :) and gives and do more things to do with honey :)
Title: Re: New Medieval Town version 1.02
Post by: Storyteller on June 14, 2015, 08:20:45 PM
this looks really comprehensive! I can tell you put a lot of time into it. So many different things!
Title: Re: New Medieval Town version 1.02
Post by: AzemOcram on June 14, 2015, 09:42:21 PM
Red Ketchup,

Thank you for making all these great mods, especially New Medieval Town! I really enjoy using them. One of the things I like to do is build a couple large town centers with your Medieval Apothecaries in the middle of town centers (near the market) to distribute the herbs collected by my forest node herbalists to the residents more efficiently. Anyway, I would like to know the height of the top edges of the roofs (not the spires) of your 3 Floor Houses and Cathedral in order to make plans on how to change or finish my own Narrow Housing mod (which can only be worked on from a research, texture gathering, and planning perspective since I am away from my desktop).


Keep up the great work!

--Ocram
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 15, 2015, 12:39:45 AM
ok, let me see ..... :)

floor 3 model 1 roof : 7,409
floor 3 model 2 roof : 6,928 (back tower roof : 8,431)
floor 3 model 3 roof : 6,933 (back tower roof : 9,895)
floor 3 model 4 roof : 7,786
floor 3 model 5 roof : 8,661
floor 3 model 6 roof : 8,365

Cathedral : see screenshot.

hopefully it all answers your question @AzemOcram  :)
Title: Re: New Medieval Town version 1.02
Post by: rkelly17 on June 15, 2015, 09:59:53 AM
Quote from: RedKetchup on June 14, 2015, 07:26:55 PM
yes i did check thing to do with chickens but i found nothing valuable to do with, chicken breasts ? chicken legs ? :P

Medieval Buffalo Wings?  They could only be served at a tavern. And you'd need to make a New Medieval Hot Sauce Factory.  ;D
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 15, 2015, 12:11:47 PM
haha buffalo wings ^^
Title: Re: New Medieval Town version 1.02
Post by: Xenon89 on June 15, 2015, 01:13:39 PM
Thanks for your answer RedKetchup. I love the idea to add the apiary to your mod and do some stuff with honey. Maybe some additional ideas for the future:

- a theatre to increase happyness
- some luxurystuff for trading and happyness. Like adding gold/silver as a ressource and a goldsmith as a profession
- furniture as a product

I don't know if these stuff is possible, just some thoughts I had during my last match.
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 16, 2015, 10:34:23 AM
gold and silver already done in CC:GL
as furniture too

but they dont have theater
Title: Re: New Medieval Town version 1.02
Post by: Xenon89 on June 16, 2015, 12:12:09 PM
Is this Mod working with your Medivial Mod and your other Mods (Dairyman, etc)?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 16, 2015, 04:41:51 PM
yes :) all of them. even if you see a little red warning when you enable mods, doesnt mean thats bad, it only warn you that something will be share or take the value of the ones that come first in the mods list :)
Title: Re: New Medieval Town version 1.02
Post by: plenamir on June 16, 2015, 05:17:38 PM
How can you produce honey? I've tried including your apriary mods but the apiary never shows in the menu. Tried it ahead of the new medieval town mod and behind it. No joy.
Title: Re: New Medieval Town version 1.02
Post by: irrelevant on June 16, 2015, 05:44:59 PM
@RedKetchup So I'm trying to start a new town using (from top down) NMT, NMC, and CC.

I get all the NMC stuff, and the CC stuff, but I do not find any options for NMT. I just downloaded the latest version today.

What am I doing wrong?

Further: I've turned off every mod but NMT, rebooted my machine, and loaded a new game. No NMT   :o

Aw, you took it down? I downloaded an empty file??  >:(
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 16, 2015, 06:34:33 PM
??? where ?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 16, 2015, 06:38:58 PM
if you click the link at 1st page it send you to the download section of this forum

at top there is a link to download

if you click on it , you get that page on MediaFire : 118,87MB
Title: Re: New Medieval Town version 1.02
Post by: irrelevant on June 16, 2015, 06:44:49 PM
Oh. I went here: http://worldofbanished.com/index.php?action=downloads

I'll try the other
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 16, 2015, 06:53:37 PM
grrrr let me know if you get it, cause that stupid capcha that never works.... start to piss me off badly. very last time i use that company.
Title: Re: New Medieval Town version 1.02
Post by: irrelevant on June 16, 2015, 06:57:17 PM
Ok, I got it, all is well.  :D Sorry for the disturbance. ;)
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 16, 2015, 07:01:30 PM
ok, cause i dont have that version anymore lol. all version i have is a 0.7 and new one with new stuff (corners.... archeology... hostel....) ^^
Title: Re: New Medieval Town version 1.02
Post by: chillzz on June 17, 2015, 04:54:41 AM
my replies with the unzipped dropbox links still work if needed ;)
Title: Re: New Medieval Town version 1.02
Post by: Xenon89 on June 17, 2015, 09:57:19 AM
Quote from: RedKetchup on June 16, 2015, 04:41:51 PM
yes :) all of them. even if you see a little red warning when you enable mods, doesnt mean thats bad, it only warn you that something will be share or take the value of the ones that come first in the mods list :)

Okay, thats great :) I was just wondering, because the CC mods are using a backery as well. Do you know with kind of apiary is in that CC mod?

And one further question about your houses. What amount of fuel are they consuming? Comparable with normal stone houses?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 17, 2015, 12:35:21 PM
Better than stone house !!!!

stone house =
   float _temperatureForFuel = 50.0;
   float _fuelPerResource = 90.0;


New Medieval House =
   float _temperatureForFuel = 48.0;
   float _fuelPerResource = 98.0;


it starts to use fuel 2°F sooner but very more effective. 98 fuel per ressource ( 90 for stone house, 80 for wood house ).
Title: Re: New Medieval Town version 1.02
Post by: Xenon89 on June 17, 2015, 01:10:01 PM
Oh, nice! Thanks!
Title: Re: New Medieval Town version 1.02
Post by: DesoPL on June 17, 2015, 01:52:56 PM
Can't wait for more updates really, through i not sure. If i might ask you to make some dock houses like i show before from Witcher 2 screenshot.

Also... What about some tents?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 17, 2015, 02:29:47 PM
some tent vendors ? with a very low stock ?
Title: Re: New Medieval Town version 1.02
Post by: DesoPL on June 17, 2015, 10:23:36 PM
Quote from: RedKetchup on June 17, 2015, 02:29:47 PM
some tent vendors ? with a very low stock ?

Yes and houses what requires low food etc.
Title: Re: New Medieval Town version 1.02
Post by: Xenon89 on June 30, 2015, 10:06:09 AM
A further question about your mod regarding the combination with the newest CC Mod. I started a game with both of the mods and the CC mod replaces the milky cows from your dairy mod into the friesian ones of the CC. Do they produce the "same" milk which is used in your creamery?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 30, 2015, 10:17:08 AM
New Medieval Town doesnt provide milk yet, only in the future patch tommorow (or day after)

once the patch v1.1 hits,
i think mine is a bit more 'generous' but to be verified with CC moddler.

if you ll put mine on the list you will get my numbers, if you ll put their first , you will get their number

if we want to compare creamery 3.0 and New Medieval Town patch 1.1 (tommorow) it will be same number as old cremery 3.0
Title: Re: New Medieval Town version 1.02
Post by: Xenon89 on June 30, 2015, 01:10:27 PM
Ah okay, im sorry. But you will include your creamery in the medieval mod? Will you upload the update on steam workshop?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on June 30, 2015, 05:16:25 PM
the dates : July 1st on wob, july 4th on steam.
i can maybe delay it the 24hrs. i dunno possible
Title: Re: New Medieval Town version 1.02
Post by: Xenon89 on July 01, 2015, 08:44:39 AM
Ah okay, then i will get the update automaticly :)
Title: Re: New Medieval Town version 1.02
Post by: assobanana76 on July 02, 2015, 06:57:24 AM
I have a question about the water tower ..
why the water is not present in any home?
I something wrong?
maybe it has something to do with my TP in which I set a 100 water storage?
how much water makes the water tower?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on July 02, 2015, 07:01:11 AM
illimited. the resource is create from nothing in reality. just need work time.
water is edible. should go in your house. unless maybe you have another mod that say the opposite (like fountain mod??)
Title: Re: New Medieval Town version 1.02
Post by: assobanana76 on July 02, 2015, 07:05:53 AM
Quote from: RedKetchup on July 02, 2015, 07:01:11 AM
illimited. the resource is create from nothing in reality. just need work time.
water is edible. should go in your house. unless maybe you have another mod that say the opposite (like fountain mod??)
I only have the decorative "fountain mod" downloaded from this forum ..  ???
then I try to set 0 at TP to see if citizens take her home ..
maybe the tower produce less 100/year and the trader take all water..
if not in the TP, where it is "stored" or sold? storage barn? market?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on July 02, 2015, 07:50:42 AM
water is store everywhere like any other food :) barns, markets ... ect

what is your load order ? NMT is before , on top, of the fountain mod ?
Title: Re: New Medieval Town version 1.02
Post by: irrelevant on July 14, 2015, 04:16:54 AM
Quote from: RedKetchup on May 22, 2015, 02:15:11 PM
New Medieval Town version 1.0

New Vendor shops : These new specialized vendor have high capacity and are fully compatible with the 2nd and 3rd story medieval houses.
- Cloth store : sells all the clothes and the material to craft those clothes.
- Fruit vendor : sells all the fruits, and all the vegetables.
- General store : sells tools, firewood, textiles.
- Meat vendor : sells all meat and all nuts. everything tagged 'proteins'.
- Stone shop : sells everything needed to build new buildings (wood, stone and iron).

@RedKetchup, What is the storage cap of these shops? The fruit vendor seems to be 20k?
Title: Re: New Medieval Town version 1.02
Post by: RedKetchup on July 14, 2015, 11:08:13 AM
all 20,000.
Title: Re: New Medieval Town version 1.02
Post by: Nilla on July 14, 2015, 11:11:10 AM
hehe @irrelevant, it will be hard for you; you cannot spam these markets as I suppose you like to. ;)
Title: Re: New Medieval Town version 1.02
Post by: irrelevant on July 14, 2015, 12:53:04 PM
 ;D ;D ;D

@Nilla I'll figure something out  ;)