Life is Feudal: Forest Village

Life is Feudal: Forest Village

Forest Village: Revamped
46 Comments
Marcuz Sep 7, 2022 @ 4:42pm 
Also, they are carrying to home 6 fish at a time, 6 or 7 meals at a time. Most of the time LESS of what they consume...
There's plenty in the storage.
Marcuz Sep 7, 2022 @ 4:37pm 
Hi @SinWolk amazing mod.
I read down below that adults should be eating 140 kcal but I followed a couple people in my town and most of them are eating 8 pieces of meat at a time, wich totals 64 kcal.
Im just wondering if the mod is currently working,
Thanks
四号H型中型坦克 Nov 1, 2021 @ 6:48am 
I try to use this mod to bind a homeless to a 5/6 house but he still shows homeless alter I reloaded and waited for several minutes.And I found that farm required less farmers(used to require 18 and after I upload this mod the number become 16)makes it slower to harvest.Maybe can be improved
"MrHindsight" Mar 27, 2021 @ 10:36am 
I too would like to see more details as JOKO said below. Thanks!
ZENZIC Sep 24, 2020 @ 5:02am 
Also, how much did you add to walking speed.
ZENZIC Sep 24, 2020 @ 4:59am 
hi, just wondering what you did to the farming spectrum so i can adjust the mods i have now for farming. you should deffo ad a detailed list of what you have done n the description, i really wanna se.

tanks.
Lara Monster 👾 Jul 13, 2019 @ 2:11pm 
Awesome! Thank you!
thundercactus Jan 24, 2019 @ 5:25pm 
This mod is heckin phenomenal.
Nakia Dec 3, 2018 @ 9:52am 
Please, guys, be nice to each other we only walk this way one time. SinWolk I don\t think John is saying this is a cheat mod and it certainly is not.
sawolkon  [author] Dec 3, 2018 @ 9:18am 
@Nakia
teenAge = 3,
adultAge = 6,
childSatietyCoef = 1.5,
teenSatietyCoef = 1.25,
adultSatietyCoef = 1,

This is vanilla stats, and their are equal to mine. Nothing changed here. But as you can see from these starts if a lot of people goes from teens to adulsts at same time food consumption goes up 25% per same time unit (lets say 1 year). Sames goes after kids grow up and become teens.

What my mod does it makes them consume more food but at less often time intervals. In vanilla they every adult will consume 46.67 kcal every 466 s (at game speed x1) using my mod its 140 kcal every 1400 s (at game speed x1). If you do basic math JohnNav you will find out its just x3 vanilla values but same 0.1 kcal per sec calory burn rate.

These longer cycles avoid lots of problem after your town become bigger. So again i don't see where you see cheating. Its literally the same vanilla, you will need to produce same amount of food as you had to do in vanilla with or without my mod.
Nakia Dec 3, 2018 @ 8:53am 
Hi, JohnNav, actuallly I think it was the amount of food each age group consumed. I hadn\t changed it in cstoneburner's mod but I understand that SinWolk had changed the eating stats. Possibly an age difference too. We should be aware that mods do overwrite each other as well as the vanilla game and this can be good, bad or indifferent. Load order is so important.
JohnNav Dec 3, 2018 @ 7:02am 
My guess there was a brief Age Change and then back again to what was, when you changed MODs Nakia
Nakia Dec 1, 2018 @ 8:01pm 
@SinWolk, Find something you may want to bring to users attention. Hope I can explain so it makes sense. I have reached the Enabled Mod Limit so I am trying to get rid of some mods. Since I love all my mods that is not easy. A friend suggested I use this "Jiz Falcon Chainjit" I have been rather tentavely trying it out and have a mod no longer available for public download that I use to reconfigure the villagers mainly it is for aging the children as I can not stand having 3 year olds acting as teenagers. I disabled the mod after using JIC and there was a very brief moment when several villagers showed hunger icons went home ate and now alll is fine. Actually I am convinced your mod now works even better for me.
sawolkon  [author] Dec 1, 2018 @ 2:21am 
3) Base speed was doubled to avoid bad pathfinding that can lead to sudden death. It gives more time for people to return home and get some food to warm up.
4) Because you can't control who can work, removed all walkDecreaseByFrozen, walkDecreaseByHungry, workerWalkDecreaseByAge, diseasedecreaseWalk it was causing lots of problems in mature town, all these debuffs can stack up and gridlock your town, leading to mass starvation and plague just because eat/work cycle become to short for people to return home in time. Before that it was easy to just randomly lose 80-90% of your colony.
5) Vanilla crop grow times slightly adjusted.

If you have more question, just ask and i will try to help you ;)
sawolkon  [author] Dec 1, 2018 @ 2:21am 
@Enrico this mod changes some core setting to fix various villager behaviour problems.

1) Eat/Work cycles time was tripled from 1400s to 4200s. They eat more but less often. In addition carryingCapacity was increased to fit with amount of food they would carry home. (And for some whos not familiar with it, your villager can survive 1400s on speed 1 , without food before he will die of starvation and will eat every 466s, with all random elements in game this caused lots of problem later in game. After time got increased it no long is a problem).
2) Range, people can travel longer distances, collect items from all storages in your towm up to 999 radius. This helps to avoid "i can't find food even if you have 100k in storage so i will die problem".
Nakia Nov 30, 2018 @ 6:30pm 
@Enrico, I will let Sinwolk answer that as he made the mod but it does what the deves ssssld have done along time ago. I have alot mods that are important to me but th is the only one I recommend toALL players. Sure it makes the game easier actually fun to play but you can pick mods that will make the game harder. Reminds I need to activate a couple of mods.
Enrico Nov 30, 2018 @ 5:16pm 
What does this mod exactly change to fix these issues?
sawolkon  [author] Nov 30, 2018 @ 9:59am 
I'm sorry JohnNav its your own fault you make your game to easy (using Jiz Falcon Chainjit cheat mod). My mod only fixes problems with range and and this bizzare idea of short work/eat cycle. Even if vanilla settings does not cause problem very early on, the bigger your town gets the more problems it will pop up.

Especially because you can't lock your people and they can simple wander around.

So its great for both new and veteran players, you like to have bigger, larger towns.
Nakia Nov 30, 2018 @ 9:26am 
I have it loaded first in my mod list and with over 0 plus other mods of quite a variety I have no issue at all. In Fact since Productive Teens has been updated I have enabled that mod and so far have no problem. Thumbs up on this mod the one mod that I would recommend to on and all.
goelhaz Oct 23, 2018 @ 8:01am 
Fantastic mod.
sawolkon  [author] Oct 3, 2018 @ 4:25pm 
@Blech808 thats really odd problem indeed. Do you have any mods that change maxWorker, windmill cost, capacity or workload parameters? Btw does this only happens with windmill everytime or other buildings affected too.

Because my mod don't even alter anything related to buildings in any way or form only people and their behaviour, life cycles, searching and work range, etc.. Plus i never got this problem myself.
blech808 Oct 3, 2018 @ 3:45pm 
The rather odd problem I'm having is that whenever I build a windmill I get an irreversible memory leak that produces so much lag I can't really play. Doesn't go away on saving and quiting like other memory leaks I've had with this game in past versions.

But to be clear: I don't actually know that your mod is causing it. I play with quite a few mods and I'm still trying to figure out which mod it is, though frankly it's so time consuming I don't expect to ever get to the bottom of it. I just thought it might be your mod since it's the only one I added recently. But I've never had a good playthrough since the September patch so I doubt it's your mod. The only other mods that are out of date are Armed & Dangerous, and Share the Load. But it's not necessarily a problem with one particular mod being out of date and could be caused by a conflict between them.

Do you know of any mods that conflict with yours? I have yours in the top spot so it shouldn't really be that either though lol.
sawolkon  [author] Sep 23, 2018 @ 3:25pm 
Yes, its fully functional after september patch (ver. 1.1.6705). Enjoy ;)
If you encounter any problems let me know.
blech808 Sep 23, 2018 @ 11:44am 
Does this work with the September patch or is an update coming?
Nakia Sep 1, 2018 @ 10:35am 
I agree. I do find the mod useful when first starting a game Once the village begins to grow and become more self-sufficient it loses its value for me. Decreasing the area and lowering priorities seems to have solved the problem at least for now. Thanks for your input and information.
sawolkon  [author] Sep 1, 2018 @ 8:53am 
Honestly problem is not finished mod, because you should add all adult people event triggers on teens to avoid this stuff. So just be careful what values you pick ;) For me i don't see any point using teens at all, later in game you will have more than enough people who can do all tasks.

Others love early/mid game and stick with it forever.
Nakia Sep 1, 2018 @ 7:59am 
Thanks, SinWolk,. Up to this game I had the teens mod on 25 area and saw no problem. Out of curiosity I changed to 50 area which had caused problems in the past. Will change back to 25 area. At least they don't drop dead. I think part of the problem is basic game because teens don't get clothing so are susciptible to hypothermia.
sawolkon  [author] Sep 1, 2018 @ 2:00am 
Even worse pneumonia that is caused after you hit hypothermia threshold is not heavy disease and should be self healed with herbs from storage and not in hospital so its incorrect how "productive teens" mod works.
sawolkon  [author] Sep 1, 2018 @ 1:50am 
I checked "productive teens" code and ofc it would cause odd teens interactions because event priority sequence is not finished like adult one and it will cause all kind of problems if you pick high priority. Only teenagers will be affected with random behaviour problems conflicting with base game code. So i can't help you on this problem Nakia, but I would suggest to turn off this mode until mod creator fixes this problem.
Nakia Aug 31, 2018 @ 10:34pm 
Interesting:https://steamcommunity.com/sharedfiles/filedetails/?id=1499724282
Message on frozen icon "This Villager froze to death". He is at the healers being healed for illness. Year 4 winter. He is a teenager and I have the mod "Productive teens" which allows you to configure them to gather resources, hunt, if they are available in his/her area.
Bubusse Aug 28, 2018 @ 6:02am 
Few propositions for improvement, after a few games : when we start with only 2 people, having daughter and sons is still random : I lost several game because I only had 3 sons !

More : customing starting point could be fun : 2, 4, 6, 10 for exemple.
sawolkon  [author] Aug 24, 2018 @ 4:36am 
Hi Tripolar_fox i can't do it on my side or it would be new copy-paste mod to fix it. You should post in Revolution Mod Survival to inform mod creator to update their custom building capacity.
Tripolar_fox Aug 24, 2018 @ 4:17am 
Hi! I'm having an issue with the "Revolution Mod Survival": butcheries stop working due to being overfilled. Can you fix it?
Thank you!
Mazarin Aug 22, 2018 @ 2:13pm 
Ok, good news for your mod: I found an olders save game where one of the newest houses has the same problem. This was just before I added your mod, so it seems that the issue isn't the mod after all!

I tried your tips with emptying houses and reassigning workers, unfortunately does not work. Thanks for your help and awesome mod.
sawolkon  [author] Aug 22, 2018 @ 1:07pm 
I tried to replicate your thingy, but everytime it takes max 45-60 seconds and my house gets 2/3 filled. Maybe some other mod causes problems. Have you tried on new game just to try if this problems keeps getting. One advice that could fix everything is fire everyone from all jobs, wait 1-2 minutes and rehire everyone. It should reassign people to houses. Let me know if this solved problem.
Mazarin Aug 22, 2018 @ 1:01pm 
It seems to happen to all sorts of houses. I have regular, large houses and large upgraded houses with this issue. There is no sign above the houses. I will wait some extra time to see if they game will fix it after more time passes. If you have any idea to fix it, please:)
sawolkon  [author] Aug 22, 2018 @ 9:25am 
Very odd problem, does that happens only with small houses or with any type. And does after you build house you see hunger/hypothermia icones above house itself. Because it only takes just a few moments for game code to fill houses depending on workload density around that house. Have you upgraded some houses so some villager become homeless in first place?
Mazarin Aug 22, 2018 @ 9:17am 
Mazarin Aug 22, 2018 @ 9:16am 
Awesome mod, this fixes a lot of issues I have with this game! I have one issue though, new houses build stay empty for some reason. People in my village start dying because they won't use the houses I build after starting your mod. Can you check that out?
sawolkon  [author] Aug 22, 2018 @ 1:59am 
Yeap they eat more but less often, but if you compare modded and unmodded Kcal amount it end up the same ;) Its possible in vanilla too, so if its your only mod you can have same benefits on pure vanilla.
Nakia Aug 22, 2018 @ 1:51am 
I specially noticed that one thing very important to me regarding food has changed. Villagers will now take larger amounts of food to their homes depending on they carry weight the player has set. This might not affect unmodded vanila games but it is a blessing to me.
sawolkon  [author] Aug 22, 2018 @ 1:30am 
@Baldovino, i adjusted few things like: life cycle duration from 1400s to 4200s to help sustain all these events where villager must wait for event triggers (idle time), in early game it won't cause problems but after you get more and more people these events starts to stack up and can end up killing your villager or making him less productive just because of to many idle time que up.

No longer old age restricts your movement speed because you can't control when should villager retire, they work till death so this parameter just clogs event que.

Farming times now look a bit more realistic, no more you try to plant seed when you won't have enough time to harvest crops. You should harvest only once for slow and normal crops and twice for fast crops.

But vanilla difficulty was kept intact, you burn the same amount of kcal per time unit, same goes for all other items fuel, tools, clothing... nothing changed to keep everything as close as vanilla.
Baldovino Aug 21, 2018 @ 9:03pm 
so, could you tell me, what does this mod actually do in order to improve the game play? thank you !!
Nakia Aug 21, 2018 @ 6:28pm 
I have over 70 mods enabled and so far have had no conflicts. In fact the game seems to be playing more smoothly then before enabling this mod. I recommend this mod. Thank you , SinWolk.
Nakia Aug 21, 2018 @ 10:18am 
Subscribing and taking a look.
Jackington Aug 21, 2018 @ 3:01am 
I'm curious, ill sub and have a look!