Alright, folks, unfortunately, the 1.2.X update completely wrecked the codebase for this mod by removing a bunch of stuff from the game. It needs nearly a complete rewrite, and I don't have the time or the motivation to do this again. And there is no guarantee that TW won't do this again, since it doesn't look like they are done with playing around with workshops.
I will keep the old version here for those who are still playing on the pre-1.2.X patch, but there won't be any other version unless I get bored enough and convinced that TW won't break this again.
having fun just watching the video and reading the description. WOAH. I really hope TW gets a serious producer company that takes the reins of the company and puts the mone ywhere they are needed.. There are at least 40-50 mods that need or to be stable and work forever or be injected in vanilla. Other stuff needs to be official expansions. People need to be able to play the dream game they want... Why no producer approaches Tale Worlds? I "don't understand".
I really hope these features will be implemented for a realistic workshop mode... just like RBM which is a must go in general just not for those who like to cheese out anything in games cheating and so on, but this stuff is amazing, hardcore realism forever! But also because it makes sense!
Sad, default workshop sucks big time, since there is really no mods that somehow enhances the Workshop gameplay, really looking forward to any updates if we are going to get any. If by any chance you will resume the work or decide to rework it, i really wanted to suggest to maybe make it compatible with your Merchandise mode - for more production variety and if possible for more and interesting upgrades for the whole workshop.
Few issues. First is that option "sell automaticaly" always turn on by itself after every game reboot. The other issue is that after said option turn on it sell entire inventory - you hauled 1000 grain for 5 denar a bag from half the continent to your brewery? Well now its on market and your workshop gonna rebuy it after selling it. The worst issue is that after rebot resources stored in workshop inventory simply vanish - yes vanish not being sold out to the trade market. Another issue is that workshops cost for 50,000-100,000 denars, give profits around 5000 denars when under AI control and after buying their workshop it gives ten times less denars. This link to another issue that goods from your modded workshops need to be sold to the trade marker and from there own caravan guys need to buy it again to sell it in other town but that seems to be compatibility issue with Banner Kings. Also what % of profit workshop upgrade gives because I didn`t saw any increase to profit after upgrading. I played on 1.1.5.
It would be better to create bug reports in such cases. Inventory vanishing seems like an annoying one though. I will try to have a look at it. I was expecting 1.2.x to drop but seems like TW is not planning to do anything.
Is there a way to buy workshops that AI lords own? I want to own all of the workshops on my early fief/town but I can't seem to find the option to buy them off from AI lords.
I tried to do that but I can't find the workshop (Brewery) on Amitatys. All I found are the other two workshop, and an artisan workshop that sells for a ton of gold. lol
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I will keep the old version here for those who are still playing on the pre-1.2.X patch, but there won't be any other version unless I get bored enough and convinced that TW won't break this again.
A small thing I really miss from this mod is how things could be owned by other NPCs than just notables.
For immersion's sake, I wish we could have a mod that brought that, plus maybe AI clan leaders being able to run a caravan or two of their own too.
Sorry about the tangent :D
Still... Thank you so much for all the work you had put into this!
I really hope TW gets a serious producer company that takes the reins of the company and puts the mone ywhere they are needed.. There are at least 40-50 mods that need or to be stable and work forever or be injected in vanilla. Other stuff needs to be official expansions.
People need to be able to play the dream game they want...
Why no producer approaches Tale Worlds? I "don't understand".
I really hope these features will be implemented for a realistic workshop mode... just like RBM which is a must go in general just not for those who like to cheese out anything in games cheating and so on, but this stuff is amazing, hardcore realism forever! But also because it makes sense!
Sad, default workshop sucks big time, since there is really no mods that somehow enhances the Workshop gameplay, really looking forward to any updates if we are going to get any.
If by any chance you will resume the work or decide to rework it, i really wanted to suggest to maybe make it compatible with your Merchandise mode - for more production variety and if possible for more and interesting upgrades for the whole workshop.
At least I can pay my armies with my workshops, except having several workshops earnign few pennies.
The other issue is that after said option turn on it sell entire inventory - you hauled 1000 grain for 5 denar a bag from half the continent to your brewery? Well now its on market and your workshop gonna rebuy it after selling it.
The worst issue is that after rebot resources stored in workshop inventory simply vanish - yes vanish not being sold out to the trade market.
Another issue is that workshops cost for 50,000-100,000 denars, give profits around 5000 denars when under AI control and after buying their workshop it gives ten times less denars. This link to another issue that goods from your modded workshops need to be sold to the trade marker and from there own caravan guys need to buy it again to sell it in other town but that seems to be compatibility issue with Banner Kings.
Also what % of profit workshop upgrade gives because I didn`t saw any increase to profit after upgrading.
I played on 1.1.5.