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Created by

Malpelo

Uploaded by

MalpeloII

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About this mod

The mod changes cost of most buildings and upgrades, as well as gives a purpose to stone, clay, tools and wooden parts.
It also changes item price and their stats (crafting input/output, armor values etc.).

Permissions and credits
Changelogs
Mod Details:

General Info:

On average buildings take way longer to be built (more construction materials need to be transported). I tried to make required amount of
construction materials to roughly correspond to it's visual model.


Building/upgrade changes:


Generally, logs, planks, stone and clay are now basic construction materials.
Every family now requires to have a set of basic household tools. Some workplaces and backyard extensions need them as well.
Tools are used for construction just like logs or stone. Don't think of it as tools being used during construction, but rather as providing that
household with basic day-to-day tools like knives and axes or in case
of artisan extensions and some buildings (eg.blacksmith, stonecutters)
specialized tools and equipment like hammers, pickaxes, pincers, tongs,
fullers and other specialized equipment.



For detailed info on buildings check out "Documentation" section.
For detailed onfo on items chack out "Media" section.

Other Changes:
  • Added a new item - Pottery. It can be crafted in Clay furnace and is required to equip taverns and higher levels of residential plots.
  • Lumber can be acquired both in a Sawpit and Woodcutter's hut- former is way more efficient, but latter can be useful in early settlement stages.
  • Grain can be turned into malt but it's less efficient than making it with barley.
  • Grain can be turned directly into food (groats)(only in a Communal oven),
    but it's less efficient than baking bread. Building bakery extension no longer requires the development perk.
  • Some technologies are now free while other have been locked/disabled (can be unlocked at a cost of 10 dev. points-can be acquired by a console command).
  • Increased food spoilage. Residential plots and workplaces that produce food are now the safest places to store it while granary is the second best-use it to store grain as a farmhouse is not suited for it. Some food can be stored rather safety - grain, honey and cured meat(sausages).
  • Cloth and clothes are now used up slowly (spoilage mechanic) when they are placed in a marketplace.
  • Increased cost of mercenary companies, as well as changed their composition (for what you were paying them in vanilla they wouldn't even be able to buy enough bread to feed themselves).
  • Changed composition of Hildebolt's armies - now he commands retinue and militia units (he can still hire mercenaries, same as before).
  • Some visual changes.


Tips:
  • It's best to start a new game with double starting resources setup.
  • Some building cards are moved to different tabs.
  • Grain spoils slower than flour and flour way slower than bread. Let your people eat fresh bread. Don't make more than they need.
  • Don't forget that destroying a building refunds materials used for construction (now even upgraded buildings like stone church or lvl 2 and 3 residential plots)
  • You can now upgrade your settler's camp to accommodate 5 families (like it used to be in older version of the game). If you are using "Homeless Tent" mod or console commands to place new tents, make sure you upgrade it to Worker's camp only if there is at least 1 homeless family - it will crash the game otherwise.


Installation (Steam):
  • 1. Download ZIP file.
  • 2. Extract ZIP file.
  • 3. Place .pak file in your \steamapps\common\Manor Lords\ManorLords\Content\Paks\~mods. If "~mods" folder doesn't exist, create it first.


Fresh start is recommended.


Compatibility:
Files edited by this mod's main file
  • buildingStats
  • DT_Items
  • DT_MercenaryCompanies
  • DT_UnitTemplates
  • DT_Upgrades
  • techList
  • Resource_Berries.uasset

Any mod that edits the same file will be incompatible with this one.

My other mods:


Credits: