Life is Feudal. View topic - Mining. Sep 21, 2014 If you mean the 'Mining' skill, then you have to actually use that on ore tiles. Right-click an ore tile that's in front of you (you can't mine ore below you for some reason) and select the mining skill and the 'mine ore' or something similar action. Life is Feudal News - Life is Feudal has arrived on Steam where it is considered in Early Access. The Steam version is the same client / build as the Open Beta. Players will be able to take part in all of the previously released content including GvG, building alliances and kingdoms, building homes / keeps and fortresses. These are the GM commands for Life is Feudal (LiF) as well as Life is Feudal: Your Own (LiFYO). To bring up the GM Console, press tilda Ctrl! Also see: Objects Database (to retrieve Object ID for item you wish to generate). Welcome to Life is Feudal help center Work in Progress Work in progress (WIP) Buy order / sell order; Castle Wall with Door and Castle Wall with Door (no merlon) can't be built.
Healing is one of the three tier 3 crafting skills in the Nature's lore branch and the single branch following the Herbalism skill. Level 30 of Herbalism is required to learn this skill. To increase Healing past level 30, Herbalism skill must be at level 60.
While healing doesn't restore HP immediately, it speeds up the healing process by applying the 'Bed Rest' Effect on the patient. It also allows you to revive knocked down players and to heal Wounds and fractures on injured players. The 'Bed Rest' Effects will get cancelled if the patient takes any damage during their durations.
Unlocking Healing skill grants ability to inspect other players and detect their soft and hard health level and injuries. All Treatments are done by right clicking the patient and selecting 'Treat' and the correct type of treatment. Simple healing of hHP is called 'Treat Patient' and does not require any tools. At zero healing skill it heals 20% of the patient's maximum hardHP and this scales up with healer's skill level.
All treatments of injuries consume a Bandage from the healer's inventory. Healing a wound on a limb can be done at level 30+ by selecting Treat -> Wounds. Repairing fractured limbs requires skill 60 and a Primitive hammer or a Mallet equipped and then selecting Treat -> Fractures. Healing Severe Injuries, i.e. wounds and fractures of the torso and head, requires 90 in healing and a Saw. You then need to select Treat -> Severe Injuries, which will also mend any other injury at once, including bleeds. https://priorityoffers685.weebly.com/original-starcraft-mac.html. Injury treatments give rest effects of their own, but to heal also hHP you need to give the basic Treat Patient 'Bed Rest' Effect as well.
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Sep 20, 2016
The MapThe first step to survive is choosing the right map. These are more or less important points for the beginner.
Food and FirewoodAs you will soon enough realise, food is the second most important resource in the game, right after your villagers. How to feed them? Potatoes!!! You may not notice it at first, but you are outfitted with an immense amount of bread and fish, this is important as it will help you at first, but you will easily get distracted from the fact, that you are actually running out of food. Fishermen, hunters and gatherers are no solution to get a surplus of food (as far as I've seen), as they simply do not produce enough in the beginning. And don't even try to get bread, it won't happen. So the first step after building a SINGLE house for the homeless villager is to get a field, no terraforming, no nothing, get a f****** field! Got it? Good. The field should allow 4 farmers to work on it, you can see this when building it. So you have 4 farmers immediately working at the field planting potatoes and 2 spare villagers. What with the two spare villagers? Use them! Gathering resources around the village is nice and needed, but important is getting a lumberjack for firewood, as freezing to death is the second most hazardous thing in this game. Do NOT assign a lumberjack, keep building. I usually build a fisherman's hut, and a forester, as well as a second field of the same size. Usually winter arrives at this time. Winter is coming No problem, the first winter you will have enough bread, fish and around 1000 potatoes to get through. After the harvest you need to reassign the farmers, once you know how stuff works you might try secondary harvests, but for startes, just wait until everything is harvested and reassign the farmers. To what you ask? Well, you built a fisherman's hut, a forester and a lumberjack, didn't you? You won't even need additional firewood for the first winter but just assign one of them to make sure and also set a limit to firewood production to not chop up you entire stack of wood, overall you won't have a problem heating your houses as long as you think about wood replenishment and assigning a lumberjack, later two or more. Generally in wintertimes, you will do all the stuff you can't do in summertimes as nearly all your villagers are at the fields. Your villagers can be sent to go fishing (important, as it reduces the amount of potatoes eaten), mining resources, foresting. and building. If you already have a second field, you can start thinking about building a second small house. Just one. Next chapter is why. Villagers, Children and HousingThe thing, that will murder your village the first few times you try this game, if you are not knowing it, are the children. 'cause the ain't workin'. So a noob might think: 'I'll just build a dozen houses, so I have lots of people and can send them getting all the food and stuff I need'. Nope. This is not how it works, if you are having as many children (and teenagers, doesn't matter) as you have adults, you are in deep ♥♥♥♥. The children need food as well, so they will eat all you have and you will just sit there, wondering how it is possible that people are starving, while you have every single villager assigned to get food. this is not a bug, this is intentional. So how to prevent this? Expand SLOWLY, no, not the way you are thinking, even SLOWER. A general rule of thumb is: 1 house=1field (with 4 farmers, at least 3 if it's close to the barn), so for 2 houses you need 2 fields with 4 farmers, but you just start with 6 villagers, so you have to wait for 2 children to grow up, before building a second house. If you are going 10x speed and still have nothing to do for some time, that's normal. I've uploaded a picture of an entire village after 10 years. 50 people working, that's about 1 additional house per year, not more (especially in the beginning). About the villagers overall As mentioned previously, they are the most important resource, they will need reassigning VERY often. Every villager gathers resources if he hasn't got to do anything else, but no one will plant potatoes if you don't assign them after winter. Other More or Less Important BuildingsOnce you have three or four houses (or even earlier) you will probably also have explored the other buildings. The question is now: what to build and operate? Hunter The hunter is your primary source of meat and leather, as it comes pretty cheap, you might just build one right next to the forester, as they both require an empty forested space around (it shouldn't be needed to say that building other buildings inside the radius of the forester is not recommended). Assigning villagers as hunters is pretty much the same as fishermen. do it in wintertimes and when you are having spare settlers, you can always reassign them. Carpenter After some years you might get the notification that the stock of tools is low. an easy solution is a carpenter, using stone and wood to craft primitive, yet effective tools, you don't need a villager constantly assigned to the carpenter. Herbalist Cheap and very welcome when needed. if you were not spending attention and ran out of fuel for your houses, your villagers might get sick and you will need some herbs to cure them. Herbs only grow in summertimes. You can assign the villager working there to other professions if you have a couple hundred herbs gathered and assign someone once you need more. Claymine, Stonemine and Oremine It might surprise you, but getting a claymine early is a pretty good idea and the next point will tell you why. Stone- and oremines are also very useful once these resources get out of reach, but not necessary before some years have passed. You can assign farmers to them once the harvest is save in the barn. Healer This is the reason you might want a claymine around the sixth year, so you can get enough clay for a healer. This building is pretty expensive and mostly useless, but as soon as one of your villagers gets rabies, you will be very happy to have one and assign a villager to it. If nobody is ill, you don't need a healer, but immediately get one once anybody gets sick (unless it's curable just with herbs of course). If someone gets infected with rabies, possess him, walk him away from the village and let him starve/freeze to death. unless you want everybody to get infected. Tailor Your villagers don't have a NEED for clothes, but will welcome them and stop freezing so fast if you provide them with those. You need flax to make clothes, which grows fast, so it's a good plant for a secondary harvest, just saying. Treat the tailor like the carpenter. Wells Cheap and practical when built close to fields, as tjhe farmers need them to water their plants. also useful once lightning strikes. Pyres Cheap and why not? Give your villagers a proper cremation and prevent nasty plague. Not needed in early years. Gatherer Cheap. No other particularly useful trait, as villagers are better of working as farmers in the current game build. Actual ExpansionHouses If you have enough villagers to get another field (4 farmers), you have enough food for another house. Or if you want a less numerical rule of thumb: if you are not fearing you may run out of food before the next harvest, you might also consider building more space. Do not build houses if you are having about ten children/teenagers, at least not in the early years. You will starve. Everything should be built around the idea of farming, if a field only gets only narrowly harvested in a given year, get the next house you build very close to it and maybe even a barn close to it. Other buildings You may consider building a second lumberjack, just to make sure you can get enough firewood if needed by assigning. I don't know. 6 villagers to chopping wood. Life Is Feudal Won't OpenA second forester, maybe another hunter is also an idea. consider building them on a hill, so you don't have to terraform the ground around it because you won't build there.Roads Always build dirt roads to your buildings, pave the main roads once you got a couple hundred spare stones, for example after you got a quarry. It will speed up production. Priorities and TipsSo you've got all this options for your villagers, but what's really important?
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