![]() You have the ability to flatten terrain for your buildings, fill ravines and beautify the lands however you see fit. They may also require different amounts of time before being harvestable and will yield different types and varying amounts of food.įully three-dimensional landscape creates an engaging and exciting challenge for your settlement development. The various crops also have different requirements to keep in mind – some plants can grow in cooler temperatures, whereas some plants will require more warm weather. If you have no available farmers working on the fields, your crops will grow poorly and your people may go hungry. ![]() On the other hand, if it is raining, they will need to loosen the soil in their fields to ensure drainage. Some resources or also only available in certain seasons.Ĭrops are impacted by particular seasons: in a searing hot drought, the farmers will need to manually take water from nearby wells. The changing seasons have an impact on your town: hot droughts can impact your crops, whereas firewood and warm clothing will be required during the winter, and highly rainy days will force your farmers to loosen soil and encourage drainage. Wandering too close the woods can scare the wildlife deeper into the forest, and further away from the hunters. One of our biggest and most important difference is that Forest Village boasts a very carefully designed ecosystem, with many actions having an affect on it – for example, deforestation can lead to the disappearance of many important resources, such as medicinal herbs and edible mushrooms. That is an entirely new layer of immersion and gameplay! You can wander around aimlessly and enjoy the view, help to develop your village by performing tasks by yourself, or by issuing inspirational commands and buffing villagers around you. In Forest Village, you have the ability to submerge yourself in your creation on a whole new level by possessing any villager and observing your village from a first person point of view. So check out the text below, where we’ve discussed some of our exciting features. We’ve recently had quite a few questions regarding what makes us stand out from other strategy/simulation games, and what it is that makes us unique in general. You can download the whole mod example here. The model of price tag is this guide to know how to find your Item ID)Īlso you can override createWindow function to change its popup window if you like: is a tag, it be remplaced in game by a translation of price with the resources cost and them icons. is a tag, it be remplaced in game by translation of "Cost". In your localization.csv at tootip shortCode line insert : "Hangar is the name, don't forgot to translate it for other languages. Write at the end of script file something like this:įv.:regBuilding(Hangar, 'livingHouses.hangar', '938362548/hangarIcon', loc( 'tooltip'), 1.5)Īgain, we used here icon from our imageset and record from localization.csv as tooltip text. To be able to build house you need to add corresponding button to game menu. new logic end function Hangar:onPrefabChange()ĭon't forget to load imageset by filename: You can continue to alter Hangar building by overriding some of its function: All other config values will be inherited from House_small1. For instance, we set visibleName and description to records from localization.csv by loc function set icon to image from our imageset changed price and path to prefab. Note, that we defined only changed values. Hangar = Class( "Hangar", fv.core.House_small1)Īt this point, hangar is exact copy of House_small1. Start by creation new class by inherit one of buildings: You can download the whole mod example at the end of this section. It would be simple hangar with own icon and button in game menu. You need to write "fv.core" before ".Shack" because it is a class of core script.Īdd a new button in GameMenu Houses. ![]() Run the game, enable your mod and test if works! Explanation Īdd a new class MyHouse with class-name "MyHouse" inherit of Shack class. MyHouse = Class("MyHouse", fv.core.Shack)įv.:regBuilding(MyHouse, 'livingHouses.MyHouse', 'GameLook1/iconHouseShack', 'MyHouse 1) ![]() In your mod folder create a new file "a".Create a new Steam Workshop Item (see this guide and select Modification type when it will be requested).Add a simple Shack like in the game but as own. ![]()
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