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This mod changes the layout of the right menu panel and the main (bottom)menu panel,

zones are now treated as the floors in the buildings.

Adds a lot more Stairs, Furniture, Walls, Decorations, Workshops, Food, Items, Walls,

Monsters, maps, flowers, statues, flags ... the list goes on and on.

(Basically adds a ton of stuff to the game)

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,

It continue doing so until you turn it back to 0. resources permitting

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

an animal, you need the food type that they eat.

After producing an animal there is be a cool down period

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)

so you have been warned.

Added beer and wine making (in the Tavern, naturally.)

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.

You have been warned...


Changed the Font to use Metamorphous size 18 for easier reading (license included in main
directory)

Added in Terraforming (on the right menu.)

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)

Nearly all item placement (right menu) is now set to QUEUEANDPLACEAREA/CREATEANDPLACEAREA

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

========

The right menu is for building and placing.

The left menu is for building and storing.

NOTE: Not all items can be pre-built eg: things that activate straight away like campfires)

The bottom menu is the action menu.


This is a big mod (Fluctuating in size every release as the developers add more

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

to the vanilla for easier implimentation of others mods using modloader,

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

this means that this modpack is basically a standalone modpack.

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++

Permissions to include their work received from:

================================================

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

Meet the team

=============

Some members on the Towns forum have asked me if they can help me and that I have

accepted these people them as part of the team they are

Welcome them aboard.

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

Public Domain art by:

=====================

yd http://opengameart.org/users/yd (merchant tents)


Disclaimer/Rant

===============

I am the lead coder and Owner / Distributor of this mod, so my decisions on

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

to keep balance in the game so that it is still difficult enough to enjoy.

Its not a meant as Cheating mechanism or a dedicate creative mod where you

get stuff for nothing.

IF you want to use part of my mod as a separate mod for distribution please ask and give Credit

Feel free to link to this tread and my mod's links (d/loads,YouTube,Streaming)

But do not place this mod anywhere else for Distribution

Still on my to do list

=======================

(see the text file Towns++ToDo.txt included in the archive)

change logs

===========

Spoiler:

Changes since Towns++_v14d2

===========================

BlueSteel's Contributions

===========================

-> Fixed missing Skootenbeeten graphics

-> Fixed missing female animals on deep dungeon map

-> Updated to 14e


Adding Terrain block: (in original called terraforming, renamed in towns++ to Terrain because of my
own True Terraforming (actually converting the existing terrains not adding blocks of terrain)

LittleMikey's Contributions:

============================

-> Fixed slight graphical glitch with log bridges.

Changes since Towns++_v14d

===========================

BlueSteel's Contributions

===========================

-> added caged female animals to production menu

(need to get new graphics for them , currently using same as male)

-> fixed graphics for caged female sheep

-> minor bug fixes and tweaks

-> edited readme to addin and re-organise what the Towns++ mod actually provides/changes

-> fixed missing graphics for milkedfemaleunifallow and layedeggskootenbeeten

LittleMikey's Contributions:

============================

-> fixed tilling of jungle tiles

-> canyon map tweaks to livingentities

Changes since Towns++_v14c

===========================

BlueSteel's Contributions

===========================

-> updated to work with Towns v14d

-> 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

-> Tweaked maps living / items generated

-> Fixed animal breeding in production menu and right clicking

-> minor bug fixes and tweaks

LittleMikey's Contributions:

============================

-> Added new wood walls, graphics by dw420

-> Added new stone walls, graphics by dw420

-> Added new stone stairs, graphics by dw420

-> Added new ITE Well, stores 100 instead of the 25 you can have in a chest.

-> Converted Caprontos' Canyon map

-> Reduced value for Wood, Dirt, Stone and Sand when trading

Changes since Towns++_v14b2

===========================

BlueSteel's Contributions

===========================

-> updated for Towns v14c


LittleMikey's Contributions:

============================

Changes since Towns++_v14b

===========================

BlueSteel's Contributions

===========================

-> Fixed bakeroven rotation and decoration

-> fixed bread sign not sticking to wall

-> tweaks to fleeing system

-> added rawfood.harvested,gathered,processed,meat to food caravan

-> made it so that you can grow flowers on any tilled terrain

LittleMikey's Contributions:

============================

-> Added rotation to chairs.

-> Changed Sandstone Stairs to use new rotation system.

Changes since Towns++_v14a

===========================

BlueSteel's Contributions

=========================

-> updated to v14b of towns

-> 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:

============================

-> Fix carpentry bench

-> Fix crash on Oasis map

-> 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]

Changes since Towns++_v13a3

===========================

BlueSteel's Contributions

=========================

-> updated to v14 of towns

-> Fixed right menu QUEUEANDPLACE TO QUEUEANDPLACEAREA

-> Cows, Milkedcows, chickens,layedeggchickens removed from butcher list

The Right button action remains so that you can kill them manually

(will also change unifallow and milkedunifallow,

snoat and milkedsnoat and skinnedmilkedsnoat,

skootenbeeten and layedeggskootenbeeten

when we've added in the male counterparts to them ;) )

LittleMikey's Contributions:
============================

-> updated to v14

-> Added loads of new graphics by dw420 on the forums! Including but not limited to:

*New Statues

*New ITE graphics

*New Log Walls

*New Stone Blocks

--Massive thanks to dw420 for making all these!--

Changes since Towns++_v13a3

===========================

BlueSteel's Contributions

=========================

-> Fixed right menu QUEUEANDPLACE TO QUEUEANDPLACEAREA

-> Cows, Milkedcows, chickens,layedeggchickens removed from butcher list

The Right button action remains so that you can kill them manually

(will also change unifallow and milkedunifallow,

snoat and milkedsnoat and skinnedmilkedsnoat,

skootenbeeten and layedeggskootenbeeten

when we've added in the male counterparts to them ;) )

LittleMikey's Contributions:

============================

-> Added loads of new graphics by dw420 on the forums! Including but not limited to:

*New Statues

*New ITE graphics

*New Log Walls

*New Stone Blocks

--Massive thanks to dw420 for making all these!---

Changes since Towns++_v13a2

===========================
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.

-> Fixed crashes/errors with Gifts.

-> New barn graphics by Brigadon!

-> Priority fixes/changes.

-> New walls by Brigadon!

-> Added Shearing Bench. Now if you want to shear your Sheep, Snoats or Skootenbeeten you can
use this comfy bench!

-> Small tweaks to Oasis map.

-> Cacti will now no longer disappear from your maps.

-> 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!

Changes since Towns++_v13a1

===========================

BlueSteel's Contributions
=========================

-> Miscellaneous fixes/tweaks in actions.xml

-> Miscellaneous fixes/tweaks in items.xml

-> 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:

============================

-> Added missing <type> tag to Clock.

-> Changed some of the rotatable stairs to the vanilla stairs. Now you won't need to click the "Make
me rotate" action

on any stairs you have added from any vanilla saves.

-> Reorganised default priorities layout slightly.

-> Fixed graphical glitch with decorated tavern benches.

-> Changed "Crops" to "Agriculture" in the right menu, because Trees aren't really a crop.

Changes since Towns++_v13a

============================

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

-> Fixed qchesstable (somehow i missed putting lock on carpentry bench)

-> Fixed qbamboostick (somehow i missed putting locks on the workbenches)

-> 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 purple throne now required wool as well

-> 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

-> some chairs require wool now too

-> beds now all require , wheat,timber,wool and appropriate dyes (the default bed doesn't require
dyes)

-> added missing <lock> tags to making out modded items

-> fixed some stuff being made at wrong workbenches,

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

-> Added badger and snoat to killforbones

-> Miscellaneous fixes thanks to Palindine for these fixes

LittleMikey's Contributions:

============================

-> Changed food types so Evil Badgers no longer steal Raw Food Barrels.

-> Removed milking Does from Production Menu.

-> Moved Furniture back to Right Menu.

-> 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!

-> Added White and Black colour graphics.

-> 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.

-> Removed "Buildings" priority since nothing uses it.

-> Added ability to queue caged animals in the production menu.

-> Added new priority for mining resource mines. It seems to work better now.

-> Removed wild animal tasks from production menu.

Changes since Towns++_v12b1

============================

BlueSteel's Contributions

=========================

-> updated to Towns v13a

LittleMikey's Contributions:

============================

Changes since Towns++_v12b

============================

BlueSteel's Contributions

=========================

-> All new games citizens and new immigrants now have the knowledge of how/when to

run away when their hit points are low

-> 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)

Inspired by the idea of the chickenheart/chickenritual mods by Dremire

-> All zones can now be as small as 1x1 grid

-> Change materials from iron to iron or copper for cookingbowl, skinner, stove.

-> More tweaking on my map


LittleMikey's Contributions:

============================

-> Types changed on various items to make more sense.

-> Added new caged animals, and a new caravan who sells them.

-> Added the ability to cage animals, and sell them to the new caravan.

-> Added new stockpile for caged animals.

-> Changed breeding animals to use the Feed priority instead of itemConstruction.

-> Added remove command to rest of hero tombs.

-> Fixed error with armor/weapon cabinets.

-> Fixed graphical issue with rotating some coloured stairs.

-> 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

underground before hitting the dungeon.

Changes since Towns++_v12a1

============================

BlueSteel's Contributions

=========================

-> More work done on snoats

-> 1st of many new maps by me (starting to rework my old maps mod)

-> updated to towns12b

LittleMikey's Contributions:

============================

-> Fixed crash with Flower Drawer.

Changes since Towns++_v12a

============================

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)

-> Added shearing of milked snoat (trimmedmilkedsnoat)

-> 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

-> Added more flowers into generated default maps

-> Made sub menu for timber in materials production menu

-> Moved Colors,Hides,Flowers into materials production menu

-> Changed beer/wine now only requires 2 resources to brew + 1 waterbucket

-> Changed Beer/Wine Happiness calculation (twice as happy as normal drinking)

-> Fixed wearing hat/mask happiness similar to Kasdar's Hat Happiness Fixed

-> Reduced breeding costs to 1 of the resource

-> Changed pig and boar feed and breed to apple or pear or wheat

-> Fixed unifallow feed and breed to cactus fruit

-> Set Snoats feed and breed to apple or pear or wheat

-> Added all sheep to butchercow (only till we come up with Lamb Chops)

-> Revamped food submenu in production menu

-> Revamped militaries submenu in production menu (combined armors and weapons by material
type)

-> Re-organised decorations. eg: combined indoor/furniture / outdoor .

-> Also added appropriate containers to the buildings

-> 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

-> Added Beds sub menu to Appropriate rooms

NOTE: Terraforming is Still there(Hit the red button on the right side of the main menu)

LittleMikey's Contributions:

============================
-> Edited main game menu

-> Fixed errors

Changes since Towns++_v12

============================

BlueSteel's Contributions

=========================

-> added missing untill dirt action to terrain.xml

-> Tidy'd up items.xml for better comparing

-> changed road (75), pavement (65) walk speeds to be constant

-> re-added Beer and wine to production menu

-> re-organised food production menu

-> updated to 12A

-> added missing breed sheep to menu_production

-> changes to menu_right and menu_production

LittleMikey's Contributions:

============================

-> New type for Graves, so they don't show up in Caravans.

-> Fixed missing action for Sheep Farms.

-> Removed duplicate items from items.xml

Changes since Towns++_v11a7

============================

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)

-> Rebalanced resources gained from mining/digging

-> Added rmmud to all forests when digging/mining


LittleMikey's Contributions:

============================

-> Fixed butcher Boars for Pork.

-> New Names by ericb1800.

-> 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

to bring you more food types if you want to expand!

-> Integrated blurpsl's Removable Items mod. Enhanced original mod to allow removal of all
rotatable

furniture, roads and stairs.

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!

-> Cactus Soup can now be made on a cooking fire.

-> Fixed removing Market Stalls.

-> 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

still find them on old save games.

-> 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

the Oasis and Deeper Dungeons map for now.

-> 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

build the new grave.

-> Fixed crash with Ancient Stone Stairs right click context menu.
-> Added remove ability to cb262's Coloured Stairs.

-> Spanish translations by frenchiveruti

-> Sheep farm updated to use new method of farming.

-> Fixed types for some rotated items showing up in stock menu.

-> New Tomb/Corpse for Santa. Sorry kids!

Changes since Towns++_v11a6

============================

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.

-> Added Rope Bridges made by GreyFalcon and edited by LittleMikey.

-> Moved the indoor chimney/fireplace from "Roofs" to "Decorations - Indoor".

-> Changed EFloors' Zones so Townies don't idle on them.

-> Fixed Coal Mines being able to be built anywhere.

-> Swapped East & West rotations for beds so now the feet of the bed "points" in that direction.

-> Fixed issues with butchering new animals for bones.

-> Added new decorations for Tavern Tables.

-> Added lighting to more decorations.

-> Fixed mine action name for mine-shafts.

-> Fixed tilling Jungle tiles.

-> Fixed tilling Desert tiles

-> Made changes to Winter Items, including some snowmen that didn't fit in, and changed one of
the hats to green.

-> Fixed issue with shadows on log stairs.

-> Fixed issue with creating a Desert map.

-> 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

be expanded in the future.

-> 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

=========================

-> DEV work for later releases

-> Mentoring LittleMikey

Changes since Towns++_v11a5

============================

LittleMikey's Contributions:

============================

-> Added Fishing to menu_production.xml

-> New Mine graphics with lighting! Thanks to Ricky for the graphics!

-> Fixed Rubble graphics

BlueSteel's Contributions

=========================

-> Fixed Mikey's mistakes

Changes since Towns++_v11a4


============================

LittleMikey's Contributions:

============================

-> Added Mikehendi's Deeper Dungeons map option.

-> Integrated Table Decorations by ericb1800

-> 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.

-> Changed mines to drop rubble (negative happiness) instead of wood.

-> Added clear rubble to menu.xml and as right click action on rubble.

-> Fixed bug with rotated ovens not cooking properly.

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

Changes since Towns++_v11a3


============================

Re-Organised menu_right again,

-> 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 terrainchange into Tilling and terrainchange (for Terraforming)

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

Moved making sugar to processing jobs/priority

Changes since BSMP_11a2

========================

Changed all CREATEANDPLACE's etc to CREATEANDPLACEAREA so now you can place a

group of anything down at a time

Added TerraneChange to other miscellaneous terrains, now you convert any terrain

(except water and air and lava) to any other main terrain

Split the tererrainchange priority into terrainchange and chopping,

now chopping trees has a separate priority to tilling and terraforming

Split foodcooking priority into baking, processing, cooking,

making separate jobs for each (processing is making flour,sugar,salad at the moment)

Changes since BSMP_11a

========================
Changed the Font to use Metamorphous size 18 for easier reading (licence included in main
directory)

Incorporated Cobalt262's Rotating stairs mod

Incorporated Cobalt262's Rotating furniture mod (adds some new stuff and changes barrels
capacities to 25,

still have more things to make rotatable though)

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

Changes since BSMP_10b.1

========================

Implemented graphics from morefarms mod by EricB1800

Implemented EFloors mod by EricB1800

tweaked animal feeding times making them only need food half as fast same for them starving

added apples/pears to pigs and boars diets

fixed typo in graphics.ini (from 10b release of towns)

Changes since BSMP10b.2

=======================

updated for towns 11a

tidied up some of the items again

fixed moving mineshafts (when inactive)

Changes since BSMP_8a_20121115_1207

===================================

Updated to Towns V10b


lots of fixes / tweaks but basically remains the same

Changes made to BSMP_8a_20121111_1308 version.

=============================================

fixed: missing butchering of bulls,roosters,boars

fixed: missing butcherforbones of bulls,boars

fixed: wrong UI images for rooster and boar farms

added: gather red/yellow/blue flowers to vanity / materials production menu

Changes to previous version.

updated to run on 8a

minor tweaks for consistency

updated to run on 0.60

removed old custom maps

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

work on new custom maps / difficulty / terrain etc...

Changes in BS_MP_0-47b_20120606_1225 from previous version of mod pack

====================================

Updated to 0.47b

Re-implemented wheat crop aging. (which they took out of 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.

Changes in BS_MP_0-47a_20120605_1353 from previous version of mod pack

====================================

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)

Added some palm tree bushes spawn in wild.

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,

with dining room with chairs and tables ,

12 personal spaces with beds,doors, pot plants,

and 2 statues near the ladder going down to their rooms

still have to remove old commented out XML code

Thoughts and plans:

maybe make it so that cactus plants don't repopulate in wild when harvested

(Desert maps are supposed to be hard)

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.

Changes in BS_MP_0-47a_20120527_1445 from previous version of modpack


=====================================

Fixed missing Flour entry in AP food gathering menu

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

Changes in BS_MP_0-47_20120526_1422 from previous version of modpack

===================================

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

updated again for 0.46 2012-05-12

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

* Left menu for Build/Queue and store

* Right menu for build and place (now also includes stockpiles)

* Bottom menu is now only Actions that don't require resources

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)

added/edited/fixed for 0.46


Added qgatherplantedflowers into ap menu/gathering

Moved qbutcherforbones in ap menu to materials ( because they aren't food )

Re-ordered ap menu/vanity according to take into account the order that the production is needed

Fixed missing missing entry in main chop menu

you can now fill in any hole you dug no matter what terrain

Added Clock into the only rooms/buildings that it can be placed in

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)

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