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Adds a lot more Stairs, Furniture, Walls, Decorations, Workshops, Food, Items, Walls,
Monsters, maps, flowers, statues, flags ... the list goes on and on.
I see you might be a little confused. What I've done is taken workshops and added
each as a building in the buildings menu, placing the appropriate zone in that
building along with its utilities into a sub menu for that type of workshop (room or building).
This provides quick and easy access to what your trying to build and furnish all in the one menu.
Zones menu is still accessable by hitting the right hand red button on the bottom menu thus
scrollong to it
A new button has been added to the main menu its the Destruction button.
You can now quickly and easily remove or Un-Till selected item types or land
when you no longer need it. Items are removed not destroyed, they can be re-used in other places
or sold
The Dining Room has been removed. Now your villagers will join your heroes and eat in the Tavern.
This will make your taverns much busier, as they should be.
The production menu has also been tweaked and added to so that you can make things
without placing them, this is handy for quickly replacing doors etc.
it will also allow for a latter addition to my mod where you'll also be able
to SELL them to markets as they are interested in buying (Still being worked on).
Farms have been converted from buildings to items, like the carpentry bench.
Currently you can control production from the left hand menu,
however the game does not count living creatures at the moment.
If you set any production with the right arrow maximum above 1 they will automatically produce
more animals,
Using the left Arrow should produce a set amount then stop producing
In order to construct the new farms you need a male and a female of the animal you want
to farm (or two of animals with only one gender) and some wood. In order to produce
Note: also while going through the data files I noticed that there is a hero that
kills bulls and boars (this is in the standard game, I haven't edited them at all)
Tavern Rooms can now be build seperate to tavern, so you can place them up/down stairs
Changed from one generic mine type to a mine for each raw material, including ores
that you couldn't mine before. The mines now only need one square of ore.
The new mines have lights on them which identify if the mine is ready to harvest or not.
If a mineshaft isn't used in a certain period of time it collapses to rubble due to lack of
use and maintenance (this is the pay off for being able to mine everything and only using
one square). If you have a large area of rubble you can clear it using the command
located in the Terraform area in the menu. You also now need a sample of the resource your
going to mine to build the mineshaft, eg: a gold mineshaft requires one gold to build a mine
for gold. This can be costly if you aren't mining all the time (Which is done via the production
menu) so keep in mind not to use ALL your mined resources or you may not be able to build
another mine when your last one collapses due to lack of use.
Terraforming and terrain blocks require 4 of the resouce gathered from that terrain type to
convert/build it.
(as of Towns v14d you can now add terrain blocks which i've remaned from terrraforming to add
terrain , to distinguish from my terraforming which changes the existing terrain thats there)
this makes the game more accessible to disabled people like myself,
who can't easily hold down keys and move the mouse at the same time.
Split the priorities so that they are now more logical and diverse
You can now resurrect dead Citizens that have been burried using shrines (via the right production
menu)
Tasks and their Priorities have been re-organised for better control of your citizens
Crops once tilled and some have been planted , will (slowly) spread over the tilled area
Crops will cycle if not harvested in time, eg: wheat will go back to seed if not harvested in time
Remember
========
NOTE: Not all items can be pre-built eg: things that activate straight away like campfires)
stuff into the game similar to that i've added and removed when they've implimented
the same or similar changes to keep gameplay balanced and as true where possible
Note: your experience of using a mod nod sesigned on Towns++ mod will vary dramatically or even
fail)
There are a total of 21+ files edited and extended, also several new files.
There are so many changes in them (with both the layout/ordering) that at the moment I don't think
that
there is a modloader out there that can handle everything that I can do for the same effect
I'm always on the lookout for others Ideas to add into my modpack
(credit is and will be given to others works Iinclude with their permission of course.
So, if you'd like me to try to combine others mods into my modpack contact the authors
of that mod and get them to contact me expressing their interest / permission.
Note: the mods may have to be tweaked so that they work and play well with what's already in
Towns++.
You can also Write your Own Mods to modify Towns++, Just make sure that people
know that they'll need Towns++ installed to use your Modloader compatable mod.
I'm Not Responsable If they don't work or break, It'll be up to those Modwriters to keep them up to
date with any changes made to Towns++
================================================
Niranufoti
Kasdar
JackPS9
YetiChow
Cobalt262
ericb1800
FONDZ
Ricky
RedValkyrie
Wolfy
Brigadon
dw420
Jontis_00 (upon request per mod) so yes only certain mods of his
(and a few others really early on who's mods are now no long in or have been edited way beyond
what was originally their mod. these mods were way back in the early days, some of which
(including some of my own work) have even made their way into the main game of Towns in one
form or another
Just because I have permission doesn't mean that I have any of their work in my mod
=============
Some members on the Towns forum have asked me if they can help me and that I have
If you wish to help in the mod please feel free to approach me about becoming a member of the
team.
Just because you approach me doesn't necesseraly mean that you will become part of the team.
People who have contributed in the past and no longer on the Team
=================================================================
-> LittleMikey
=====================
===============
what to include and how is final. Sometimes I'll use others mods in my pack,
these inclusions mean that I have Tweaked them to work with my mod and to try
Its not a meant as Cheating mechanism or a dedicate creative mod where you
IF you want to use part of my mod as a separate mod for distribution please ask and give Credit
Still on my to do list
=======================
change logs
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Spoiler:
===========================
BlueSteel's Contributions
===========================
LittleMikey's Contributions:
============================
===========================
BlueSteel's Contributions
===========================
(need to get new graphics for them , currently using same as male)
-> edited readme to addin and re-organise what the Towns++ mod actually provides/changes
LittleMikey's Contributions:
============================
===========================
BlueSteel's Contributions
===========================
-> Added in female Skootenbeeten, Unifallows, Snoats, Badgers and their associated farms
-> All farms now need a male and a female of that animal to make
-> Fixed some killing of farmed animals only , no wild animals should be being auto killed for
production any more
-> Added all the wild female animals to the default maps and tweaked their numbers as there are
now a lot more animals
-> Female animals that can produce like: milk, eggs, feathers, wool
are NOT auto butchered when auto producing like bones , hides or meat
As usual you can still kill them when right clicking them
It also gives you a reason to have the male / female animal farms apart from breeding
NOTE: the changes to the animals in the game has changed a LOT, so there will probably be bugs.
Please report them on the issue tracker so that we can fix them
-> changed Skootenbeeten diet, they now eat and require banana or blue radish to breed and keep
tame alive
-> changed Snoats diet, they now eat and require snow cherries to breed and keep tame alive
LittleMikey's Contributions:
============================
-> Added new ITE Well, stores 100 instead of the 25 you can have in a chest.
-> Reduced value for Wood, Dirt, Stone and Sand when trading
===========================
BlueSteel's Contributions
===========================
============================
===========================
BlueSteel's Contributions
===========================
-> made it so that you can grow flowers on any tilled terrain
LittleMikey's Contributions:
============================
===========================
BlueSteel's Contributions
=========================
-> commented out sheep farm in buildings.xml (we no longer use buildings.xml for anything and
haven't for quite some time)
-> some bug fixes and fixed some rotations that got missed when updating to v14a
-> temporarialy re-added stonesteps1a and other stuff that was prematurly deleted from to items
and graphics
(should never have been called as that should have been saved as vanilla name, will also have
conversion to default items)
-> changed terraform gravel to 2 flint and 2 stone From timtanton@yahoo.com 's email, thanks
-> changed dormbrd to use only straw no wool (cheap bed) (idea was a straw only bed)From
timtanton@yahoo.com 's email, thanks
-> fixed black and white colours in production menu From timtanton@yahoo.com 's email, thanks
LittleMikey's Contributions:
============================
-> cb262 Stairs are now rotatable using Vanilla system. If you have existing modded stairs on your
map, either right click
them and rotate them back to the default position, or remove them and build them again.
-> Removed rotations and decorations for the Baker's oven. They were not getting used during
baking.
-> Removed rotations for Market Tents until new graphics can be made.
[/code]
===========================
BlueSteel's Contributions
=========================
The Right button action remains so that you can kill them manually
LittleMikey's Contributions:
============================
-> Added loads of new graphics by dw420 on the forums! Including but not limited to:
*New Statues
===========================
BlueSteel's Contributions
=========================
The Right button action remains so that you can kill them manually
LittleMikey's Contributions:
============================
-> Added loads of new graphics by dw420 on the forums! Including but not limited to:
*New Statues
===========================
BlueSteel's Contributions
=========================
-> Added Niranufoti's Spiral Staircase mod (edited to fit with rest of Towns++ now takes 3 wood)
-> fixed terrafom to stone (thanks to Litcube for finding this bug)
-> fixed requirements for terraforming to DenseStone (there wasn't any , now requires rmstone*4)
-> fixed terraforming when interupted by fighting with mob and placing in wrong spot
(when testing, i had my cits attack an enemy and get drawn off the grid you want terraformed.
it then terraformed where the fight ended not the grid you selected)
LittleMikey's Contributions:
============================
-> Re-added gatheringharvesting priority from vanilla, renamed it to "Breeding" and assigned it to
breeding animals. This will mean all your other Towns mods should be compatible now.
-> Re-added buildings priority. This should stop vanilla saves crashing. However the priority isn't
used by anything in Towns++ currently so it's at the bottom of the priority order.
-> Added Shearing Bench. Now if you want to shear your Sheep, Snoats or Skootenbeeten you can
use this comfy bench!
-> Cakes now require Milk and Eggs. Since they taste way better now they fill your townies up more!
-> Added Construction Caravan. This caravan will sell you walls, windows and the like, and buy them
as well.
-> Added generic values to construction items so you can sell/buy them. Please post if you find any I
missed!
===========================
BlueSteel's Contributions
=========================
-> Added New citizens, You need to have buried people and a shrine to be able to reclaim them
through the Production menu
This limits the number of cits you can re-gain back up to a max of the total cits you've had in the
game already
-> Re-added (again) as per request Zones menu (to the far right of the main menu. scroll to get
there)
-> Changed All prepared food to same value, so that they should now eat all foods(at random) not
just the higher liked foods
LittleMikey's Contributions:
============================
-> Changed some of the rotatable stairs to the vanilla stairs. Now you won't need to click the "Make
me rotate" action
-> Changed "Crops" to "Agriculture" in the right menu, because Trees aren't really a crop.
============================
BlueSteel's Contributions
=========================
-> Incorporated Bookshelves mod - thanks Niranufoti for their permission to incorporate it into
Towns++
(Niranufoti has now joined the esteemed list of Authors who have given us permission to
incorporate
their mods into Towns++, so that you the players of our mod don't miss out of the latest and
greatest mods.
See below the updated list of Authors of which we have incorporated their mods, graphics into
Towns++)
-> Moved containers back out of Decorations into main of the right hand menu
-> Updated Campaigns.xml to Display "Press F1 in Game for instructions" for Tutorials and
BlueSteel's maps
-> Added artisan table to atelier zone for doing all the crafty stuff that used
to be done at the skinner freeing up the skinner so that it can do what its designed to do..
-> Coloured items now require the appropriate color dyes to make eg:
beds,chairs,lights,signs,books,scrolls...
-> changed banners (small ones now require 1 wool but no more iron) (large ones require 2 wool
and iron to take the weight) and appropriate dyes
-> beds now all require , wheat,timber,wool and appropriate dyes (the default bed doesn't require
dyes)
You'll now require a wider more realistic setup to make the finer things in life
-> Fixed wine making requiring beerbarrel bug , now requires the wine barrel
LittleMikey's Contributions:
============================
-> Changed food types so Evil Badgers no longer steal Raw Food Barrels.
-> Added Paper. Books and Scrolls now need Paper to craft. You make Paper at a Mill using Water
and Wood.
-> Added White, Black and Blood slimes, more flavours of Jelly for you!
-> Graves now require the remains first before they will begin finding the other materials.
-> Condensed several image files down to one file to reduce mod size.
-> Added Sushi. Not completely filling, but does not require cooking if low on resources.
-> New graphic for Cooked Fish. Sushi now uses old graphic.
-> Added new priority for mining resource mines. It seems to work better now.
============================
BlueSteel's Contributions
=========================
LittleMikey's Contributions:
============================
============================
BlueSteel's Contributions
=========================
-> All new games citizens and new immigrants now have the knowledge of how/when to
-> Added in the Cloud of Knowledge. Build a medicine cabinet and then have your
citizens go around there (within 250 squares, same level and in Line of Sight
of the Cloud of Knowledge that appears when you first place a medicine cabinet.
(If you already have one built just delete and rebuild/place it)
-> Change materials from iron to iron or copper for cookingbowl, skinner, stove.
============================
-> Added new caged animals, and a new caravan who sells them.
-> Added the ability to cage animals, and sell them to the new caravan.
-> Changed breeding animals to use the Feed priority instead of itemConstruction.
-> Added mine/dig ladder command to Snow, Desert and Jungle tiles
-> Changes to Oasis map. Now able to go up to level 20, also added more levels
============================
BlueSteel's Contributions
=========================
-> 1st of many new maps by me (starting to rework my old maps mod)
LittleMikey's Contributions:
============================
============================
BlueSteel's Contributions
=========================
-> Made it so that shearing (trimming) now happens in a barn for that animal type,
eg: snoat in a snoat barn, sheep in a sheep barn(includes the wild ones, no shed = no shearing)
-> Changed mines to <type>mine</type> (hopefully stop monsters dropping the mines as loot)
-> Scaffold is now on main menu and removed from production and right hand menu's
-> Made animal farm menu in production menu;shifted breeding,butchering,animal produce into
there
-> Fixed wearing hat/mask happiness similar to Kasdar's Hat Happiness Fixed
-> Changed pig and boar feed and breed to apple or pear or wheat
-> Added all sheep to butchercow (only till we come up with Lamb Chops)
-> Revamped militaries submenu in production menu (combined armors and weapons by material
type)
-> Separated decorations into furniture, plants, signs, statues/poles, flags/banners, winter items,
lighting
-> Move mines and graves the main right menu because they really didn't belong where we had
them anymore
NOTE: Terraforming is Still there(Hit the red button on the right side of the main menu)
LittleMikey's Contributions:
============================
-> Edited main game menu
============================
BlueSteel's Contributions
=========================
LittleMikey's Contributions:
============================
============================
BlueSteel's Contributions
=========================
-> Finished terraforming , now requires 4x resource obtained from what you're converting to
-> Deleted rotatable gifts (difference not very noticeable when rotated)
============================
-> New Oasis map by me. This map features a large Oasis, with a very empty desert surrounding it.
Resources are hard to find, it's very rare to get surface minerals, and the only easy to get
food sources are Fish from the Oasis and Cactus Fruit. You will need to rely on Market Caravans
-> Integrated blurpsl's Removable Items mod. Enhanced original mod to allow removal of all
rotatable
NOTE: Removing a rotated item will return you the original rotation. This is necessary so you can
place the item back down again from the right menu, as well as sell it at a caravan if applicable.
-> Added "Kill area" order for clearing an area of animals. Use with caution!
-> Integrated ericb1800's Complete Colours mod, and added a few new colours of Flower, Garden
and Hedge.
Flowers can be found naturally in new maps, but have also been added to some Caravans so you can
-> Also from ericb1800, added new Slime colours. Now you will find Yellow, Orange and Purple
Slimes.
These slimes currently have the same stats and rarity as Red Slimes. New slimes will only spawn in
-> All slimes drop different coloured Gel, and this can be made into a new food item, Jelly! Jelly
doesn't fill as much as meat products, but it does provide a happiness boost to anyone who eats it.
-> Fixed removal of Graves. Graves now produce "Unearthed Remains" when removed, so you can
use these
to rebuild any type of grave with the one you unearthed. You will still need the usual materials to
-> Fixed crash with Ancient Stone Stairs right click context menu.
-> Added remove ability to cb262's Coloured Stairs.
-> Fixed types for some rotated items showing up in stock menu.
============================
LittleMikey's Contributions:
============================
-> Townies now eat in the Tavern with Heroes. Dining Room removed.
-> Added new stalls for the Market. No purpose as of yet, just decorative.
-> Swapped East & West rotations for beds so now the feet of the bed "points" in that direction.
-> Made changes to Winter Items, including some snowmen that didn't fit in, and changed one of
the hats to green.
-> Added new stockpile for Construction items. Now you can store your building parts and construct
buildings much faster!
NOTE: There is no container for the Construction Stockpile. Have you ever tried to put a wall into a
barrel?
-> Added new farms, with graphics by me! (Sorry about them). These count as items instead of
buildings, so they only
take up a 1x1 space. However they still have the same wait time as a building to produce a new
animal.
NOTE: Queue production in the left menu. The game will not tell you how many of an animal you
have, but as long
as you set production above 0 your villagers will produce more animals.
-> Added "Destruction" menu tab. Currently it contains delete scaffold and delete rubble from mine-
shafts. It will
-> Changed dead female sound effect. Now quieter and shorter.
-> Reduced number of birds spawning on "Normal" and "Deeper Dungeons" maps.
-> Removed ability to terraform tilled land, you need to turn it back into regular terrain first.
BlueSteel's Contributions
=========================
============================
LittleMikey's Contributions:
============================
-> New Mine graphics with lighting! Thanks to Ricky for the graphics!
BlueSteel's Contributions
=========================
LittleMikey's Contributions:
============================
-> Integrated Winter Items by ericb1800 (You can spawn items for free with Winter Items.)
He changed the levels down from 1-20 to 1-3 so it should only spawn hats and cheap items,
before he was getting Direite stuff which I felt was quite OP XD)
-> Added the ability to create Coal to the Burner menu using wood.
-> Changed Barbarian to eat in the Tavern like the other heroes.
-> Moved untill to Terraform menu just so the menu all fits on the bottom bar, without need to
scroll.
-> Added clear rubble to menu.xml and as right click action on rubble.
BlueSteel's Contributions
=========================
-> Made a separate campaign for Mikehendi's maps (same will be done for anyone else's maps I
decide to include)
-> added winter items to production menu and vanity stock panel for the time being, until i redo the
stock panel
-> removed Bones from the butchers production panel as they are in the rawmats production panel
-> changed Burner-> coal to mats-> coal to keep things straight in the production panel (The way the
burner panel
is set up it'll limit the amount of stock you have set it to burning off the excess, so I have read on the
forums)
-> Added make coal from 2 wood to right click action of burner
-> Combined walls,doors,roofs,floors into a submenu called Construction (not happy with the name
but it'll do for now)
-> Moved Animal farms out of buildings menu into its own spot next to Crops menu(was Planting)
Re-organised and added lots of Stuff to menu_production to better synchronise with the menu_right
Split gathering and harvesting job/priority (gathering is anything non plant related, eg: water,snow
buckets, milk, eggs etc)
To make sugar you now need to use the mill just as you do with flour
========================
Added TerraneChange to other miscellaneous terrains, now you convert any terrain
(except water and air and lava) to any other main terrain
making separate jobs for each (processing is making flour,sugar,salad at the moment)
========================
Changed the Font to use Metamorphous size 18 for easier reading (licence included in main
directory)
Incorporated Cobalt262's Rotating furniture mod (adds some new stuff and changes barrels
capacities to 25,
Incorporated JackPS9 Fishing hobby priority setting mod and altered the Default order of the
priorities
Added in Terraforming (on the bottom menu. hit the red button on the right to scroll across to it)
Edited all the menu's again because of the huge number of additions
========================
tweaked animal feeding times making them only need food half as fast same for them starving
=======================
===================================
=============================================
updated to run on 8a
on the way
looking into problems with spawned wheat seedlings able to be being moved
looking into making my own categories in the stock panel for better grouping in-line with my UI
====================================
Updated to 0.47b
The main reason I added it in the first place was because as crops age and aren't harvested they
eventually turn to back to seed
and the plants die off leaving a new crop in its place, it also balanced to the old 9 grid farms where
you used to get 1 wheat every xx ticks,
now with the new farming your really getting 9 wheat every xx ticks, so the idea was to have it like
stagger the crops according to when they were last harvested/planted.
ie: you could have say 50 grids of farms but depending on cycles / times not all of them would be
available all at the same time to be harvested,
nor waiting with full crops forever till you harvest them.
====================================
Fixed mushrooms plants (jungle and cave) and blue radish plants so that they disappear when picked
in wild like they used to (so make sure you set up farms if you want to keep harvesting them)
Made it so that ALL planted crops/trees will self populate given time.
IE: Not harvested/chops down as soon as they are ready to be chopped/harvested they will spawn
seedlings on neighboring appropriate humus and so that they won't grow on anything else)
Tidied up some of the XML crop coding in the process of doing the above listed features
Doubled the max age for mine shafts (asked for feature .. i thought they were long enough myself.. if
it unbalances the game they'll be going back to old max age)
Added walls, bridges and roads to the furniture stockpile / containers (because doors were already
in there)
(I might eventually make dedicated stockpiles for these if possible and if someone can make up
some icons for them for me for in the UI.png)
Tested changes by playing game (testing the changes made for about 24 hours)
While testing i got attacked by a ware pig and my pop drooped to 4 , when i let them catch up with
their work orders and hauling it was the 6/2/1 and i got another 3 immigrants
So immigrants do arrive IF and WHEN you let your Civs IDLE. (do nothing, stand around for a lengthy
bit of time)
They were only replacing what they were eating, from a wide variety crops and bakery,
maybe make it so that cactus plants don't repopulate in wild when harvested
maybe add gold and silver mines at the moment I'm thinking no at the moment . these are supposed
to be a limited resources
The other mines are there because they are every day resources eg: sand,gravel,dirt,stone that don't
really impact the balance of the game
Look into (or find someone to have a go at) making my mod pack mod-loader compatible..
I'm against this as i can see it'll bring in incompatibilities and conflicts, as this mod-pack doesn't just
add stuff,
it does a hell of a lot of tweaking and editing and sometimes removal of existing code.
At the moment my mod-pack I know exactly whats happening in it, but when you add other mods to
the mix,
especially those that also alter existing code or use the same tags as i do can and will cause
instabilities which will be out of my control.)
ADD in New Spawns for males of the farm animals to replace some of whats used.
I'm thinking of is to make farms for the males just like there are for the females for the animals, but
don't really like this idea.
removed bones from ap menu food butchering menu (because bones aren't food) they are in the ap
materials menu
no other changes apart from updating it all to work with the new stuff in 0.47a
===================================
Fixed bug in previous version of my mod pack. Making of jailwindow1 (ie: not moving to mason's
bench after picking up iron)
Moved traps to its own submenu on the right hand menu as opposed to it being included in utilities
no other changes apart from updating it all to work with the new stuff in 0.47
Commented out Zones and Stockpile on main menu and moved to end of file as they don't follow
the logic of my menu system. Which is
* Right menu for build and place (now also includes stockpiles)
Added items to the Left hand menu that can be built and stored for pre-building them to be placed
later thus adding to the things you can set up a stock of.
(This does NOT include cooking fire, mine shafts, animal farms,
seeds/seedlings/bushes/trees/animals because they start activated as soon as they are created)
Re-ordered ap menu/vanity according to take into account the order that the production is needed
you can now fill in any hole you dug no matter what terrain
Separated the Walls menu a bit more , now has Fences and gates, also bone doors and walls sub
menus
Reverted some of my code to the original Towns code after they fixed bugs from 0.45b (yes my
coding would have still worked
but it would have made updating my mod pack even harder every update, I'll always try to leave
their existing code alone where possible)
Disabled (commented out) Tree of life in planting seeds menu as apparently it wasn't meant to be in
the game yet (read this on another thread on this forum)
(More to come, just wanted to get it updated and out to you all)
could be adding in non Auto Producing items to display their current stock levels on the map (these
will include as part of their tooltip "STOCK ONLY" or something similar)