loftar wrote:Stone and cloth is as in your image, but there are only two wood materials. The hazel (darker) one comes from the blocks, and the birch (lighter) one comes from the boards.
Is it the same for the milling machine?
loftar wrote:Stone and cloth is as in your image, but there are only two wood materials. The hazel (darker) one comes from the blocks, and the birch (lighter) one comes from the boards.
Blueberry wrote:Is it the same for the milling machine?
jorb wrote:Ideally the game should play itself.
ricky wrote:Any thought on whether you guys are going to re/implement wardrobes/mannequins/ even if they did cause issues with backpack/imventory, I'd like to see them again
CShooter wrote:OMG! Why, oh god, why all that you've added last time use big ammount of this f**king bone glue? Do you know, guys, that glue makes not only from bones? Give us more ways to make it, plsss....![]()
Avu wrote:lacucaracha wrote:Avu wrote:Awesome on the windmill just wish it was kingdom restricted. Maybe next time.
Why the fuck would a windmill be kingdom restricted. That doesnt make sense.
It makes perfect sense if you want to encourage settling inside kingdoms. Kingdoms that provide public services (other than murder) would attract non established players. More people that want to play closer together rather than being forced to, leads to more politics that will lead to more conflict (not necessarily the violent murdering kind either). A royal mill a huge endeavor (the point is for it to be expensive as hell) for a small community but not so much for a kingdom working together would have been perfect. Integrated with kingdom road system and you have a great start. The reason we wanted kingdoms in the first place was for them to lead to more politics. But I guess the playerbase is too small to matter.
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