recursal/Fanatic-Fandom huggingface dataset:
Margaret Zauer

**Location:** | lives alone

## When available for settlement

Settles during the quest asking for Antoine Grubic's settling.

## Interests

* *Drinks coffee*. Find turkish coffee pot in her apartment.
* *Enjoys gardening*. Find gardening magazine in her apartment.
* *Likes to cook*. Find cook book in her apartment.
* *Plays chess*. Find chess in her apartment.
* *Plays violin*. Find violin concerto in her apartment.
* *Smokes a pipe*. Find tobacco in her apartment.

## Personal items

* Book (leader)
* Chess (Profile)
* Cook book (Profile)
* Empty bottles
* Gardening magazine (Profile)
* Passport
* Rum
* Tobacco (Profile)
* Turkish coffee pot (Profile)
* Whiskey
* Wine
* Violin concerto (Profile)

## Additional information

Will kill Carl if he confesses to her about what he did to books (unless you calm her down by spending 500 RP).

She can be accused of the truck's explosion.
Skills

Every survivor character in Overland has at least one skill to make them a bit more unique and useful in different ways. Some survivors have two skills. Every character is generated at random, but since some skills are more useful than others, some survivors are simply ***better*** at traveling the road than the rest of them.
Map

The **map** in *Overland* is randomly generated for each play-through. You move from east to west, deciding where to stop, who to pick up, and what to abandon. Each of the encounters found on the world map falls into one of the following categories.

The map is split into points. At each point, the road splits into two encounters. After choosing one encounter, you cannot go back to the other and must progress.

## Breakdown

### Main road

  Out of Gas
 Unknown

### Side encounters

  Camp
You may also kill the camp survivors and take all of their gear, but this will result in other camps not trading with you for the rest of the game. It is possible to revive and recruit traders, though it is not guaranteed.
If you steal from the traders and manage to escape, they will chase you and you may encounter them later seeking for revenge.
  Vehicle
  Supplies
  Survivor
 Pharmacy

## Threat

Areas are divided into high and low threat. The closer they are to your main route, the more dangerous they are, but at the same time, consume less fuel. Areas farther away require plenty of fuel, but are usually very safe.
Animal Class

Inherits: LiveObject

## Contents

### Properties

animationDie

cfg

hungry

name

radius

satietyMax

sphereCenter

sphereRadius

thirst

waterSatietyMax

workerOwn

### Functions

dropHouse

getAnimations

setHouse

updateChildbearingTimer

## Properties

### .animationDie

```
Type: string
[Read Only]

Name of die animation

```

### .cfg

```
Type: AnimalConfig
[Read Only]

Animal config. It contains various parameters for given kind of animals.

```

### .hungry

```
Type: boolean
[Read Only]

If food satiety less than critical

```

### .name

```
Type: string
[Read Only]

Returns name of animal (from config)

```

### .radius

```
Type: number
[Read Only]

Returns collision radius of animal

```

### .satietyMax

```
Type: number
[Read Only]

Max value of food satiety (from animal config)

```

### .sphereCenter

```
Type: Vector2
[Read Only]

```

### .sphereRadius

```
Type: number
[Read Only]

```

### .thirst

```
Type: boolean
[Read Only]

If water satiety less than critical

```

### .waterSatietyMax

```
Type: number
[Read Only]

Max value of water satiety (from animal config)

```

### .workerOwn

```
Type: Human

Worker that owns animal

```

## Functions

### dropHouse()

```
function **dropHouse**()

Reset living house for animal

```

### getAnimations()

```
function **getAnimations**(type string) -> table

Returns table with animation names of given type

```

### setHouse()

```
function **setHouse**(bld Building)

Set living house for animal

```

### updateChildbearingTimer()

```
function **updateChildbearingTimer**(dt number)

```
Life is Feudal: Forest Village Wiki/Section 4

**Wiki Community**

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Timberwolf - Elite

Der **Timberwolf - Elite** ist die Elite-Form des Timberwolfes in Swag and Sorcery.

## Beschreibung

Ein gefährliches wildes Tier, das große Stöcke entzwei brechen kann... wenn jemand mutig genug ist, große Stöcke nach ihm zu werfen.

## Angriffe

 **Meine Meute** | Angriff auf die ganze Gruppe, der ... Eis Schaden verursacht.

## Drops

* 4-20 Gold
* 2 Flüchtige Essenz
* 2-3 Wolfsfell
Export models from Blender

To export models from Blender to Forest Village you need at first export it to FBX-format and then convert it to MIM by fbx2mim converter.

Let's start with some model at Blender:

### Export to FBX

* Switch to object mode
* Select your model (it is important to select only one mesh)
* Select *File* >> *Export* >> *FBX*
* Set scale to 100 and enable check-box *Selected objects*:

* In the *Geometry group* enable *Tangent space**:*

* Select the destination folder
* Press *Export to FBX*

### Convert FBX to MIM

* Install FBX SDK from Autodesk website: [FBX SDK]
* Download fbx2mim converter: [fbx2mim.exe
* Open windows command line at converter directory
* Execute the following command:

```
fbx2mim path_to_fbx_model.fbx path_where_place_mim.mim

```

* You will see somenthing like that:

Now you have model in MIM-format.
Fishing dock

**Action radius:** | 25

The **Fishing dock** is one of the Buildings available in Forest Village.

* Fishermen provide fish to your village as one source of food.

Fishing docks perform best when the amount of water within their circle of influence is maximized.

## Strategy Hints

It has been suggested that this is the most efficient layout for a fishing pier
Falsche Rüstung II

Die **Falsche Rüstung II** ist ein Brustpanzer aus dem Falsche II-Set in Swag and Sorcery. Der Bauplan kann ausschließlich im Endlosen Abenteuer erbeutet werden. Die Herstellung der Rüstung erfolgt in der Schmiede mit mindestens blauer Seltenheit.

## Attribute

* 60-80 Rüstung
* 50-190 Feuer Beständigkeit
* 1 Zufälliger Effekt

## Rüstungsset

Weitere Teile aus dem Falsche II-Set sind:

* Helm Falsche Krone II
* Beinschienen ???

## Bilder

* Eddie mit Falsche Rüstung II
* Eddie mit Falsche Krone II und Falsche Rüstung II
ActionBrushTerramorphing Class

Inherits: Action

## Contents

### Properties

radius

radiusColor

radiusPos

### Functions

init

onChangePoints

process

resetPreview

updatePreview

updateWindowInfo

visualReset

## Properties

### .radius

```
Type: number
[Read Only]

```

### .radiusColor

```
Type: Vector4
[Read Only]

```

### .radiusPos

```
Type: Vector2
[Read Only]

```

## Functions

### init()

```
function **init**()

```

### onChangePoints()

```
function **onChangePoints**()

```

### process()

```
function **process**() -> boolean

```

### resetPreview()

```
function **resetPreview**()

```

### updatePreview()

```
function **updatePreview**(controller ActionController)

```

### updateWindowInfo()

```
function **updateWindowInfo**(area Rect2Dint, workTime number, height number)

```

### visualReset()

```
function **visualReset**()

```
Ressourcen

Die Herstellung von Gegenständen wie Waffen und Rüstungen in Swag and Sorcery erfordert **Ressourcen**. Zu Beginn des Spiels sind nur Ressourcen des Zauberwalds verfügbar, im weiteren Spielverlauf werden durch das Freischalten neuer Orte und das Aufrüsten der Gebäude weitere Ressourcen zugänglich.

Die vier Gebäude zum Veredeln von Ressourcen und Herstellen von Ausrüstung sind die Schmiede, die Jagdhütte, der Zauberladen und das Labor. Die Veredlung der Ressourcen erfordert einen anwesenden Helden und zuvor die Aufwertung des entsprechenden Gebäudes auf das Level (Tier) der Zielressource. Hat man Rosaline mit dem Bonus Herstellungsmeister im Team, so erhält die Gruppe mit einer Chance von 20% direkt die verbesserte Ressource, also z.B. Barren statt Erz.

## Tier 1

Ressourcen des Tier 1 sind Materialien die zu Beginn des Spiels wichtig sind. Die Helden des Spielers finden diese im Zauberwald oder können diese durch Weiterverarbeitung in einem der Gebäude im Dorf gewinnen.

### Beute aus Abenteuern

 Zauberwald |  Heilende Blätter | * Beute von Gegnern
 Zauberwald |  Kastanie | * Beute von Mystischer Ent und Mystischer Ent (Elite) im Zauberwald
* Abbau von Baumstamm
* Bau der Schmiede I
 Zauberwald |  Kupfererz | * Abbau von Erzbrocken
 Zauberwald |  Wolfsfell | * Beute von Timberwolf und Timberwolf (Elite)
* Weiterverarbeitung zu  Leder in der Jagdhütte

### Hergestellt

* Bau von Klamottenladen I, Labor I und Zauberladen I
 Jagdhütte I |  Wolfsleder | * Herstellung aus  2x Wolfsfell
 Labor I |  Kleiner Heiltrank | * Herstellung aus  2x Heilende Blätter
 Labor I |  Manatube | * Herstellung aus  2x Flüchtige Essenz und
 Schmiede I |  Kupferbarren | * Herstellung aus  2x Kupfererz
* Bau des Klamottenladen I
* Herstellung von Waffen, Rüstungen und Amuletten

## Tier 2

Mit Abschluss der Mission  Gefiedertes Grauen, werden die Orte Schlachtfeld und Dunkle Ruinen und die dort erhältlichen Ressourcen freigeschaltet. Die Produktionsgebäude müssen mit den neuen Materialien aufgewertet werden, um die Tier II-Rezepte freizuschalten.

## Tier 3

Mit dem Abschluss zweier weiterer Missionen in denen Großer Junge und Schädel des Wissens besiegt wurden, werden die Orte des Tier 3 mit allen dort verfügbaren Ressourcen freigeschaltet. Nach entsprechenden Upgrades werden auch die neuen Rezepte der Gebäude freigeschaltet.

### Dorf - Labor

1 Es existiert derzeit im Spiel kein Rezept zur Verwendung von Süßem Gras. Der Starke Heiltrank ist mit Freischaltung der Tier 3 Gebiete verfügbar und das Rezept mit Harzigem Gras ist möglicherweise ein Bug.

## Tier 4

Nachdem die Endgegner Okiki, Regenbogenschlange und Namenloser der Tier-3-Gebiete besiegt wurden, wird der Endlosmodus freigeschaltet. In dem darin enthaltenen Gebiet Endloses Abenteuer gibt es eine große Menge neuer Ressourcen zu finden. Nach einem Aufrüsten der Gebäude können diese weiterverarbeitet werden.
Cast iron

**Cast iron** is one of the Resources in the game Forest Village.

Cast iron is produced by smelting ore in the Furnace. It also needs 1x Charcoal + 1x Ore to complete the process. Charcoal in turn is made by burning Firewood in the Kiln.

Cast iron is used to elaborate High-quality tools in the Blacksmith's shop.
Vehicles

**Vehicles** are the basic means of conveyance in *Overland*. Without them you cannot continue on your journey and will succumb to the monsters that surround you. All vehicles can take two hits before exploding and can be repaired with toolboxes. On the second hit, the vehicle starts a fire before exploding. The explosion can then be avoided by using immediately the fire extinguisher or a character with the trait to put out fire. The vehicle will then not explode and can be used (but is not repaired until a toolbox is used).

Upon entering the Reef biome, your party vehicle will be swallowed by a sinkhole, forcing your party to continue on foot.

At night a party vehicle will illuminate all squares in the direction it is facing.

## Equipment

All vehicles can be fitted with extra equipment, if the party finds it on the road:

* **Luggage rack**, which lets the vehicle hold 2 extra items (cannot be equipped on the Truck).
* **Extra Tank**, which lets the vehicle hold 5 extra gallons of gas.
* **Metal sheets**, which let the vehicle take one extra hit from a bug before it is damaged. After the vehicle is hit, the sheeting will appear on the ground, allowing you to pick it up again.
* **Fender Ram**, which let the vehicle ram objects from the front without taking damage. It's possible they will fall off the front after ramming, but you can pick them up again.
* **Light racks**, which extend the lighting of the vehicle at night to a 3 wide column in front of the vehicle.

## Vehicle types

### Small car

Every game starts with a single survivor and one of these. It can carry up to 3 passengers and 1 item in storage (3 with a luggage rack). A small car has a 10-gallon tank.

### Truck

These carry up to 2 passengers and 4 items. Some have the Offroad ability, allowing you to drive away from pavement; however, Trucks have poor fuel efficiency. The Luggage Rack equipment cannot be fitted onto the Truck.

### Van

Mostly an upgrade from the small car, capable of carrying 5 survivors. A minivan can hold 0 items (2 with a luggage rack). Minivans, like cars, have a 10-gallon tank.

### **SUV**

A light truck with ample seating, the SUV can hold 4 passengers and 2 items (4 with a luggage rack). Additionally they have the Offroad ability which allows them to be driven away from pavement, but they also have poor fuel efficiency.
Accountants House

The **Accountants House** is one of the Buildings in the game Forest Village.

The Accountants House is used for presenting all the statistical data and graphs needed to run a thriving settlement.

* Unfortunately Accounting hasn't been invented yet.

*This article is a stub. You can help Life is Feudal: Forest Village Wiki by expanding it.*
Baumwollstoff

**Baumwollstoff** ist eine Ressource in Swag and Sorcery und wird im Zauberladen aus Baumwolle hergestellt. Der Baumwollstoff kann zu Bestattungstuch veredelt oder für die Herstellung von Rüstungen verwendet werden.

## Gewinnung

* Zauberladen I:
	+ Herstellung aus  2x Baumwolle

## Verwendung

### Herstellung von Waffen

* 6x Trauerstein
* 1-10 Dieb
* ???

### Herstellung von Rüstungen

 Zauberladen I |  Adeptenhemd | * 4x **Baumwollstoff**
 Zauberladen I |  Adeptenhose | * 2x **Baumwollstoff**
* 5-15 Intelligenz

### Kauf von Vorlagen im Klamottenladen

Einige Ausrüstungsentwürfe können im Klamottenladen mit **Baumwollstoff** erworben werden.

* 7x **Baumwollstoff**
 Klamottenladen II |  Frostaxt | grün | 6
* 5x **Baumwollstoff**
 Klamottenladen II |  Smeagol-Kappe | grün | 5
* 6x Graustachel
* 220x Gold
Charcoal

**Charcoal** is one of Resources in the game Forest Village.

Charcoal can be used to heat houses and is more efficient than firewood. (It lasts 80% longer and generates 62.5% more heat)

Charcoal is manufactured by Kilners from Firewood

This is also used to smelt iron ore into cast iron in the Furnace.

Cast iron is required to manufacture High-quality tools in the Blacksmith's shop.
Imageset

Imageset (or atlas) is big texture that contains a lot of small icons or other pictures that will be used in game.

Usually it represented by two files:

* *\*.png* — the image file itself. You can create it manually at image editor program or generate from images by various atlas generation software that can be found at internet.
* *\*.imageset* *— file that contains description of icon's locations and sizes. You can edit this zones manually in visual editor that names CEED [link].*

### Register imageset

If you want to use imageset at mods you need to register it in system. So, you need also script file with line that loading imageset by filename:

```
loadImageset('909751513.imageset')

```

Open *\*.imageset* file in text editor and make sure that *name* attribute are defined and *imagefile* attribute use full path:

```
<Imageset autoScaled="false" imagefile="mods/909751513/atlas.png" name="909751513" nativeHorzRes="800" nativeVertRes="600" version="2">
   <Image height="22" name="ImageA" width="22" xPos="427" yPos="27" />
   <Image height="145" name="ImageB" width="135" xPos="66" yPos="33" />
</Imageset>

```

It is highly recommended to use only one imageset per mod and name it the same as your mod id.

If everything is done right you can use images from this imageset in all contexts like this:

```
"909751513/ImageA"

```
GameGrowingResource Class

Inherits: BaseObject

## Contents

### Properties

angle

cfg

growScale

growTimeMax

lifeTime

visualScale

### Functions

initBrush

removeBrush

## Properties

### .angle

```
Type: number
[Read Only]

```

### .cfg

```
Type: ResourceSourceConfig
[Read Only]

```

### .growScale

```
Type: number
[Read Only]

```

### .growTimeMax

```
Type: number
[Read Only]

```

### .lifeTime

```
Type: number
[Read Only]

```

### .visualScale

```
Type: number
[Read Only]

```

## Functions

### initBrush()

```
function **initBrush**()

```

### removeBrush()

```
function **removeBrush**()

```
How to create Steam Workshop item

All user generated content in Forest Village are managed from *MyWorkshop*.

MyWorkshop is a center where you can view list of all your entries, create new one, update existing and so on. To access MyWorkshop:

* Run the game;
* Click Modifications button in main menu;
* Click *My Workshop* button.

## Create an item

If it is your first visit to MyWorkshop you’ll see empty list. Click green «*+*» button and fill required fields to create your first item:

Now click *Create* button and wait while request is being processed by Steam. If everything is success new item will appear in the mod list:

## Item ID

Digits in the beginning is unique auto generated id of item. That the number you can see on the left in the "My Workshop window". It is also the name of your item folder.

## Item Folder

You can also find auto generated folders with Item ID in "Steam/steamapps/common/Life is Feudal Forest Village" directory under :

* *mods* subfolder for regular modifications;
* *maps* subfolder for custom maps

## Auto-generated content

Examine content of your item folder. Their content depends from item type.
Read more about each of them:

* Mod
* Map

## Publish your item

When you finish edit content of your item, finally share it with other players:

* Open *MyWorkshop*;
* Select item and click *Upload* to update it content at Steam. It can take a while. At the end, the date of the last modification will be changed.
* Click *Public* to make it visible for everyone.

Other Forest Village players can use *Browse Workshop* button to find and install your items.
Swag and Sorcery Wiki/Unterteil

Wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

CommunityRegisterHow to help

Um einen neuen Artikel zu erstellen, gib einfach den Artikelnamen in dieser Suchleiste oder in der Suchleiste ganz oben ein.

* **Inhalt hinzufügen**
	+ Wenn du dir unsicher bist, was du tun sollst oder wie du eine Seite erstellst, such zuerst ein paar Artikel über ähnliche Themen und schau, wie sie aussehen. Du kannst dir immer den Quellcode in einem Wiki anschauen, um von anderen zu lernen.
	+ Eine Änderung muss nicht riesig sein; wenn du keine Lust hast, ganze Artikel zu erstellen, ist es auch schon willkommen, einfach einige Rechtschreibfehler und fehlerhafte Links zu korrigieren.
* **Übersetzung**
	+ Dieses Wiki ist die deutschsprachige Version des englischen Swag and Sorcery Wiki, du kannst gerne dabei helfen, neue Artikel zu übersetzen oder bestehende Artikel zu aktualisieren.
Manatopf

Die **Manatopf** ist eine Ressource in Swag and Sorcery welche im Labor aus Schwacher Essenz gewonnen wird. Bei der Herstellung erhält der Spieler 10 Mana und der Manatopf wird direkt verbraucht.

## Freischaltung

Manatopf wird durch die Erforschung von  Essenzaufnahme in der Bibliothek freigeschaltet.

## Gewinnung

* Labor
	+ Herstellung aus  2x Schwache Essenz und  15x Gold

## Verwendung

Die Ressource Manatopf wird bei Herstellung direkt verbraucht und stellt dem Spieler 10 Mana wieder her.
Keep

This Building and eventually the main heart of your starting empire will contain all sorts of upgrades and improvements. You can level up your thriving society at it to slightly improve your handcraft skills.

 Keep 2
 Keep 3
 Keep 4

## Research

### Keep I

Agriculture I - Cost: 356 logs, 285 stone, 127 hay. Improves condition for animals, crops and trees and accelerates their reproduction and growth.

* Agronomy I (requires Agriculture I) - Cost: 110 stone, 81 ore. Accelerates crops and trees growth on fields and orchards.
* Animal breeding I (requires Agriculture I) - Cost: 158 logs, 59 hay. Accelerates cattle reproduction.
* Forestry I (requires Agriculture I) - Cost: 118 logs, 42 clay. Accelerates tree growth.

Production I - Cost: 415 logs, 332 stone, 155 hay. Reduces production time for resources.

* Food Production I (requires Production I) - Cost: 134 stone, 62 hay. Reduces production time of food in the Bakery (doesn't impact windmill).
* Tools Production I (requires Production I) - Cost: 178 logs, 104 ore. Reduces production time of tools.
* Ore Mining I (requires Production I) - Cost: 118 stone, 86 ore. Reduces time for mining ore, stone and clay.

Production II - Cost: 831 logs, 665 stone, 486 ore, 297 clay. Reduces production time for resources.

## Tech Tree

Each row of the technology tree must be completed before progressing to the next. However you can complete one tree (agriculture or production) without touching the other.
Castle market Class

Inherits: Building

## Functions

### createWindow()

```
function **createWindow**()

```

### createWithChance()

```
function **createWithChance**(b_percent, UIDname, mat, prefabPath)

```

### init()

```
function **init**()

```

### load()

```
function **load**(saveData)

```

### onBuildProgress()

```
function **onBuildProgress**()

```

### onStateChange()

```
function **onStateChange**()

```

### refreshModules()

```
function **refreshModules**()

```

### save()

```
function **save**(saveData)

```

### updateWork()

```
function **updateWork**(dt)

```
Manatube

Die **Manatube** ist eine Ressource in Swag and Sorcery welche im Labor aus Flüchtiger Essenz gewonnen wird. Bei der Herstellung erhält der Spieler 5 Mana und die Manatube wird direkt verbraucht.

## Gewinnung

* Labor
	+ Herstellung aus  2x Flüchtige Essenz und  10x Gold

## Verwendung

Die Ressource Manatube wird bei Herstellung direkt verbraucht und stellt dem Spieler 5 Mana wieder her.

### Sonstige Verwendung

* Energieernte: Stelle 50 Punkte Mana her
ActionTerramorphing Class

Inherits: Action

## Functions

### getTerramorphingArea()

```
function **getTerramorphingArea**(end Pos2Dint) -> Rect2Dint

```

### init()

```
function **init**()

```

### onCameraTransform()

```
function **onCameraTransform**()

```

### onChangePoints()

```
function **onChangePoints**()

```

### process()

```
function **process**() -> boolean

```

### resetPreview()

```
function **resetPreview**()

```

### rotate()

```
function **rotate**()

```

### updatePreview()

```
function **updatePreview**(controller ActionController)

```

### updateWindowInfo()

```
function **updateWindowInfo**(area Rect2Dint, workTime number, height number)

```

### visualReset()

```
function **visualReset**()

```
Klamottenladen

*Dieser Artikel enthält nur wenige Informationen zu diesem Thema. Du kannst das Swag and Sorcery Wiki unterstützen, indem du ihn weiter ausbaust.*

Der **Klamottenladen** ist ein ausbaufähiges Gebäude in Swag and Sorcery. Ab Stufe I kann der Spieler seine Helden zu Wettbewerben schicken und Preisrichter bestechen. Mit Stufe II ist es möglich, Ausrüstungsentwürfe zu kaufen.

## Ausbaustufen

* 2x Kupferbarren
 Klamottenladen II
* 6x Eisenbarren
 Klamottenladen III
* 12x Titanbarren
* 1200x Gold

## Verfügbare Vorlagen

 Ab Stufe II kann der Spieler im Klamottenladen Ausrüstungsentwürfe kaufen. Die Auswahl ist unter Umständen weniger, sofern Teile der Muster bereits auf Abenteuern erbeutet wurden.

### Rüstungen (Metall)

Nach dem Finden des Ausrüstungsentwurfs oder Kaufen des Musters im Klamottenladen können die folgenden Gegenstände in der Schmiede hergestellt werden.

### Rüstungen (Leder)

Nach dem Finden des Ausrüstungsentwurfs oder Kaufen des Musters im Klamottenladen können die folgenden Gegenstände in der Jagdhütte hergestellt werden.

### Rüstungen (Stoff)

Nach dem Finden des Ausrüstungsentwurfs oder Kaufen des Musters im Klamottenladen können die folgenden Gegenstände im Zauberladen hergestellt werden.

### Waffen (Nahkampf)

Nach dem Finden des Ausrüstungsentwurfs oder Kaufen des Musters im Klamottenladen können die folgenden Gegenstände in der Schmiede hergestellt werden.

### Waffen (Fernkampf)

Nach dem Finden des Ausrüstungsentwurfs oder Kaufen des Musters im Klamottenladen können die folgenden Gegenstände in der Jagdhütte hergestellt werden.

### Waffen (Magisch)

Nach dem Finden des Ausrüstungsentwurfs oder Kaufen des Musters im Klamottenladen können die folgenden Gegenstände im Zauberladen hergestellt werden.
Boss

Ein **Boss** ist in Swag and Sorcery ein starkes Monster, das nach vollständiger Erkundung eines Gebietes bekämpft werden kann.

Um ein Abenteuer mit einem Boss zu starten, muss der Fortschritt des Gebietes 100% betragen.

Jedes Gebiet hat seinen eigenen Boss.

Wird der Boss besiegt, setzt sich der Fortschritt zurück auf 0%, schafft man es nicht, den Boss zu besiegen, wird der Fortschritt nur um einige Prozent zurückgesetzt.

Bosse lassen viel mehr Beute fallen als normale Monster.
Castle stable Class

## Contents

### Functions

generateResourceArea

init

onBuildProgress

onPivotsGeneration

onPrefabChange

onStateChange

refreshModules

## Properties

### .sizableBuilding

```
Type: \_Class
[Read Only]

```

## Functions

### generateResourceArea()

```
function **generateResourceArea**() -> \_Class

```

### init()

```
function **init**() -> \_Class

```

### onBuildProgress()

```
function **onBuildProgress**() -> \_Class

```

### onPivotsGeneration()

```
function **onPivotsGeneration**() -> \_Class

```

### onPrefabChange()

```
function **onPrefabChange**() -> \_Class

```

### onStateChange()

```
function **onStateChange**() -> \_Class

```

### refreshModules()

```
function **refreshModules**() -> \_Class

```
Einsiedler - Elite

*Dieser Artikel enthält nur wenige Informationen zu diesem Thema. Du kannst das Swag and Sorcery Wiki unterstützen, indem du ihn weiter ausbaust.*

**Einsiedler** ist ein Monster in Swag and Sorcery und kommt in den Stufen 24 bis 50 im Sumpf vor. Als Beute erhalten die Helden unter anderem die Ressource Panzer.

## Attribute

Das Primärattribut von Ungeborenes ist  Ausdauer.

## Drops

* Gold
* Panzer
* Kraftvolle Essenz
* Harziges Gras
HumanConfig Class

## Properties

### .additionalCarryingCapacity

```
Type: number
[Read Only]

```

### .adultAge

```
Type: number
[Read Only]

```

### .adultSatietyCoef

```
Type: number
[Read Only]

```

### .baseSpeed

```
Type: number
[Read Only]

```

### .carryingCapacity

```
Type: number
[Read Only]

```

### .childSatietyCoef

```
Type: number
[Read Only]

```

### .criticalHeat

```
Type: number
[Read Only]

```

### .criticalSatiety

```
Type: number
[Read Only]

```

### .dieAnimationName

```
Type: string
[Read Only]

```

### .dieRangeBegin

```
Type: number
[Read Only]

```

### .dieRangeEnd

```
Type: number
[Read Only]

```

### .educationAgeEnd

```
Type: number
[Read Only]

```

### .educationAgeStart

```
Type: number
[Read Only]

```

### .educationTime

```
Type: number
[Read Only]

```

### .elderlyAge

```
Type: number
[Read Only]

```

### .femaleHeight

```
Type: number
[Read Only]

```

### .femaleSkeletal

```
Type: string
[Read Only]

```

### .femaleTeenHeight

```
Type: number
[Read Only]

```

### .isCitizen

```
Type: boolean
[Read Only]

```

### .isEnemy

```
Type: boolean
[Read Only]

```

### .luaClass

```
Type: string
[Read Only]

```

### .maleHeight

```
Type: number
[Read Only]

```

### .maleSkeletal

```
Type: string
[Read Only]

```

### .maleTeenHeight

```
Type: number
[Read Only]

```

### .maxHealth

```
Type: number
[Read Only]

```

### .maxHeat

```
Type: number
[Read Only]

```

### .maxSatiety

```
Type: number
[Read Only]

```

### .name

```
Type: string
[Read Only]

```

### .normalHeat

```
Type: number
[Read Only]

```

### .radius

```
Type: number
[Read Only]

```

### .resTransformBone

```
Type: string
[Read Only]

```

### .rotateSpeed

```
Type: number
[Read Only]

```

### .sphereCenterX

```
Type: number
[Read Only]

```

### .sphereCenterY

```
Type: number
[Read Only]

```

### .sphereCenterZ

```
Type: number
[Read Only]

```

### .sphereRadius

```
Type: number
[Read Only]

```

### .teenAge

```
Type: number
[Read Only]

```

### .teenSatietyCoef

```
Type: number
[Read Only]

```
How to create steam workshop mod

All user generated content in Forest Village are managed from *MyWorkshop*.

MyWorkshop is a center where you can view list of all your mods, create new one, update existing and so on. To access MyWorkshop:

* Run the game;
* Click Modifications button in main menu;
* Click *My Workshop* button.

If it is your first visit to MyWorkshop you’ll see empty list. Click green «*+*» button and fill required fields to create your first mod:

Now click *Create* button and wait while request is being processed by Steam. If everything is success new item will appear in the mod list:

Digits in the beginning is unique auto generated id of mod. You can also find auto generated folders with same names in *mods* directory of your game installation:

Examine content of these folders. Each one contains at least these files:

* *icon.png* — 256 x 256 default image of mod. Please feel free to change it to your own;
* *localization.csv* — comma-separated localization dictionary that already contains english text for «title» and «description» keys. Again, you can edit it or add new keys as you like;
* *version.txt* — version information about mod. It’s updated automatically and there are no need to edit it manually.

Besides this, you can place here any other assets or scripts that should be included in the mod. Note, that all files with «lua» extension will be executed during mod load. For instance, you can create barn.lua with following content to increase barns capacity in the game:

```
fv.core.Barn.config.capacity = 15000

```

To test mods go to *Modifications* from main menu, select your mods of interest, click ok and start new game.

If everything is fine, finally share your mod with other player:

* Open *MyWorkshop*;
* Select mod and click *Upload* to update mod content at Steam. It can take a while. At the end, the date of the last modification will be changed.
* Click *Public* to make it visible for everyone.

Other Forest Village players can use *Browse Workshop* button to find and install your mod.
How to create Steam Workshop mod

All user generated content in Forest Village are managed from *MyWorkshop*.

MyWorkshop is a center where you can view list of all your mods, create new one, update existing and so on. To access MyWorkshop:

* Run the game;
* Click Modifications button in main menu;
* Click *My Workshop* button.

If it is your first visit to MyWorkshop you’ll see empty list. Click green «*+*» button and fill required fields to create your first mod:

Now click *Create* button and wait while request is being processed by Steam. If everything is success new item will appear in the mod list:

Digits in the beginning is unique auto generated id of mod. You can also find auto generated folders with same names at your game installation directory under

* *mods* subfolder for regular modifications;
* *maps* subfolder for custom maps

Examine content of these folders. Each one contains at least these files:

* *icon.png* — 256 x 256 default image of mod. Please feel free to change it to your own;
* *localization.csv* — comma-separated localization dictionary that already contains english text for «title» and «description» keys. Again, you can edit it or add new keys as you like;
* *version.txt* — version information about mod. It’s updated automatically and there are no need to edit it manually.

Besides this, you can place here any other assets or scripts that should be included in the mod. Note, that all files with «lua» extension will be executed during mod load. For instance, you can create barn.lua with following content to increase barns capacity in the game:

```
fv.core.Barn.config.capacity = 15000

```

To test mods go to *Modifications* from main menu, select your mods of interest, click ok and start new game.

If everything is fine, finally share your mod with other player:

* Open *MyWorkshop*;
* Select mod and click *Upload* to update mod content at Steam. It can take a while. At the end, the date of the last modification will be changed.
* Click *Public* to make it visible for everyone.

Other Forest Village players can use *Browse Workshop* button to find and install your mod.
Farms

**Farms** are a key gameplay element in the game Forest Village.

Farms are made up of Fields.

In severe weather, when everyone has to work day and night for the benefit of the village, healthy food becomes vital to the people. Cattle farms give meat that is a valuable source of energy. There are many wild animals in the new lands. Hunting them will also give you meat. Build a hunter’s hut, and the hunter will provide the villagers with necessary food. Farms are useful in producing Plants.

Grass becomes Hay feed to Cows and Sheep

Oats feed to Pigs and Chickens

Wheat becomes grain then flour used at bakery

Flax is used by the weaver to make clothes
Castle tower1 3 Class

Inherits: Building

## Functions

### createArrowslit()

```
function **createArrowslit**(prefabname, angle, X, Y, Z)

```

### createFlag()

```
function **createFlag**(prefabname, angle, X, Y, Z)

```

### createWindow()

```
function **createWindow**()

```

### init()

```
function **init**()

```

### onBuildProgress()

```
function **onBuildProgress**()

```

### onStateChange()

```
function **onStateChange**()

```

### refreshModules()

```
function **refreshModules**()

```

### updateWork()

```
function **updateWork**(dt)

```
Hostel upgrade Class

Inherits: Building

## Functions

### createWindow()

```
function **createWindow**()

```

### generateFence()

```
function **generateFence**()

```

### init()

```
function **init**()

```

### isConsume()

```
function **isConsume**(resName)

```

### onResourceChange()

```
function **onResourceChange**()

```

### onStateChange()

```
function **onStateChange**()

```

### onTimeout()

```
function **onTimeout**()

```

### prefabChangeFunc()

```
function **prefabChangeFunc**()

```

### refreshResAnimation()

```
function **refreshResAnimation**()

```

### updatePlayer()

```
function **updatePlayer**(w, checkAction)

```
CameraBase Class

## Contents

### Properties

angleX

angleY

currCamDist

currentAngleX

currentAngleY

dist

lookFrom

lookTo

pos

### Functions

follow

move

rotate

scaleDist

setPos

update

## Properties

### .angleX

```
Type: number

```

### .angleY

```
Type: number

```

### .currCamDist

```
Type: number

```

### .currentAngleX

```
Type: number

```

### .currentAngleY

```
Type: number

```

### .dist

```
Type: number

```

### .lookFrom

```
Type: Vector2
[Read Only]

```

### .lookTo

```
Type: Vector2
[Read Only]

```

### .pos

```
Type: Vector2

```

## Functions

### follow()

```
function **follow**(pos Vector2)

```

### move()

```
function **move**(delta Vector2, dt number)

```

### rotate()

```
function **rotate**(dx number, dy number)

```

### scaleDist()

```
function **scaleDist**(approximate boolean)

```

### setPos()

```
function **setPos**(x number, z number)

```

### update()

```
function **update**(dt number)

```
Light clothing

**Light clothing** is one of the types of Clothing in Forest Village.

This is the basic clothing, providing basic (70%) protection against the cold.

To produce Light clothing you need to build a Weaver's workshop.

Clothing helps you to save firewood because the villagers are less affected by the cold.

## See also

* Clothing
* Warm clothing
Castle accountant Class

Inherits: Building

## Functions

### createWindow()

```
function **createWindow**()

```

### createWithChance()

```
function **createWithChance**(b_percent, UIDname, mat, prefabPath)

```

### init()

```
function **init**()

```

### load()

```
function **load**(saveData)

```

### onBuildProgress()

```
function **onBuildProgress**()

```

### onStateChange()

```
function **onStateChange**()

```

### refreshModules()

```
function **refreshModules**()

```

### save()

```
function **save**(saveData)

```

### update()

```
function **update**(dt)

```
Items

**Items** are essential survival tools in *Overland*. In order to make it west it is important to conserve and utilize your limited supplies to fend off the bugs, or worse, other people...

## Weapons

### Melee

Melee weapons can only attack adjacent targets and cannot attack diagonally.

 Machete
 Pipe
 Hatchet
 Torch
 Fire extinguisher

### Ranged

Unlike melee weapons, ranged weapons can attack in all direction as long as they are in range of the survivor using the weapon.

  Bottle
 Flammable Bottle
 Molotov
 Flare Gun

### Wearable/ equip utility

Binoculars
 Backpack
 Hats
 Lighter
 Landmark Map
 Headlamp

### Healing and repair

 Medkit
 Repair Kit
 Painkillers

### Vehicle Items

 Wooden Pallet
 Sheet Metal
 Luggage rack
 Heavy lights
 Jerry Can

### Other items

 Log
 Matchbox
 Book
 Bear
 Potted Plant
 Sleeping Bag
Expedition

Clothing x 10                                                Fish Pie x 20
 H-Q Tools x 10
 Logs x 20
 Meat Pie x 20       Vegetable Pie x 20
                           Water x 50

One you have a Port and built a ship you can arrange for an expedition to gain access to different types of  Fruits, or  Crops. or  Domesticated Animals

## Expedition Preparations

1. Set the goal - will this expedition search for New Fruits, New Crops, or new Species of domestic animals?
2. Prepare - Gather the resources required to "support" the expedition and get your builders to safely stow them aboard ship.
3. Expedition Departs - (for almost a year)
4. Expedition Returns! - Success

## Expedition Rewards

* Expedition rewards in the base game include

### Domestic animals

* Cow produces milk and meat eats Grass/Hay
* Sheep produce wool and meat, eats Grass/Hay
* Pig produce meat, eat Oats
* Donkey

### Plants

* Cabbage
* Corn
* Pumpkin

### Fruits

* Cherry
* Lemon
* Orange
* Peach
* Elderberry

*This article is a stub. You can help Life is Feudal: Forest Village Wiki by expanding it.*
Castle wall3 Class

Inherits: Building

## Functions

### createGrass()

```
function **createGrass**(prefabname)

```

### createWindow()

```
function **createWindow**()

```

### createWood()

```
function **createWood**(prefabname, angle, X, Y, Z)

```

### createWoodSmall()

```
function **createWoodSmall**(prefabname, angle, X, Y, Z)

```

### init()

```
function **init**()

```

### onBuildProgress()

```
function **onBuildProgress**()

```

### onStateChange()

```
function **onStateChange**()

```

### refreshModules()

```
function **refreshModules**()

```
Bakery

The **Bakery** is one of the Buildings in the game Forest Village.

Bakers transform Grain into Bread or Flour and other ingredients into Pies, which are used to feed the villagers.

* Baking Bread converts otherwise inedible grain into a foodstuff.
* Baking pies is actually faster and converts the raw ingredients into a foodstuff with an even higher caloric value.

## Production

The following table lists the types of food a bakery can produce.

Time can be reduced through research at the Keep, both Food Production research and Production research impact the times.

4 Fruit (24 Kcal)
2 Milk (10 Kcal)
  Vegetable Pie (56 Kcal)
2 Egg (10 Kcal)
3 Vegetable (21 Kcal)
 Meat Pie (41 Kcal)
3 Meat (24 Kcal)
3 Water
  Fish Pie (25 Kcal)
2 Flour
3 Water
 Bread (8 Kcal)
3 Water

 Production I
 Food Production I
 Production II
 Food Production II
 Production III
 Food Production III
Castle wall Class

Inherits: Building

## Functions

### createGrass()

```
function **createGrass**(prefabname)

```

### createWindow()

```
function **createWindow**()

```

### createWood()

```
function **createWood**(prefabname, angle, X, Y, Z)

```

### createWoodSmall()

```
function **createWoodSmall**(prefabname, angle, X, Y, Z)

```

### init()

```
function **init**()

```

### onBuildProgress()

```
function **onBuildProgress**()

```

### onStateChange()

```
function **onStateChange**()

```

### refreshModules()

```
function **refreshModules**()

```
GameTime Class

Inherits: [[TheSingleton<GameTime>\_Class|TheSingleton<GameTime>]]

## Contents

### Properties

currentDay

dayTime

pause

speed

speedStage

totalGameTime

totalSecs

yearTime

### Functions

speedDown

speedUp

togglePause

## Properties

### .currentDay

```
Type: number
[Read Only]

```

### .dayTime

```
Type: number
[Read Only]

```

### .pause

```
Type: boolean

```

### .speed

```
Type: number
[Read Only]

```

### .speedStage

```
Type: number

```

### .totalGameTime

```
Type: number
[Read Only]

```

### .totalSecs

```
Type: number
[Read Only]

```

### .yearTime

```
Type: number
[Read Only]

```

## Functions

### speedDown()

```
function **speedDown**()

```

### speedUp()

```
function **speedUp**()

```

### togglePause()

```
function **togglePause**()

```
GameResourceSource Class

Inherits: BaseObject

## Contents

### Properties

angle

brush

cfg

coldDieChance

destroy

growScale

growTime

lifeTime

lifeTimeCoef

mined

outCfg

pos3D

resourceClass

resourceCount

temperatureMin

visualScale

### Functions

createBrush

mine

## Properties

### .angle

```
Type: number

```

### .brush

```
Type: BrushHandle

```

### .cfg

```
Type: ResourceSourceConfig
[Read Only]

```

### .coldDieChance

```
Type: number
[Read Only]

```

### .destroy

```
Type: boolean
[Read Only]

```

### .growScale

```
Type: number
[Read Only]

```

### .growTime

```
Type: number
[Read Only]

```

### .lifeTime

```
Type: number
[Read Only]

```

### .lifeTimeCoef

```
Type: number
[Read Only]

```

### .mined

```
Type: boolean
[Read Only]

```

### .outCfg

```
Type: ResourceConfig
[Read Only]

```

### .pos3D

```
Type: Vector2
[Read Only]

```

### .resourceClass

```
Type: number
[Read Only]

```

### .resourceCount

```
Type: number
[Read Only]

```

### .temperatureMin

```
Type: number
[Read Only]

```

### .visualScale

```
Type: number
[Read Only]

```

## Functions

### createBrush()

```
function **createBrush**()

```

### mine()

```
function **mine**()

```
Ecosystem

The Ecosystem is extremely important to the game Forest Village. Many of the player’s actions affect it – for example, deforestation leads to the disappearance of many resources, such as medicinal herbs and edible mushrooms. People who walk in the woods, scare wild animals and they go deep into the forest. Because of this it becomes more difficult to hunt.

The amount of the crop, which is collected by the farmers depends on the weather. If there is a drought, they will irrigate fields taking water from wells. If it is raining, then they will take the hoes and will loosen the soil in the fields. However, if peasants are not working on the fields, the crop will grow poorly. Different crops also have different air temperature requirements – some of them can grow immediately when air temperature reaches zero, some other needs more warm weather. It also needs different time to grow and gives different types and amount of food.
DiseaseConfig Class

## Properties

### .animalInfection

```
Type: boolean
[Read Only]

```

### .diseaseChance

```
Type: number
[Read Only]

```

### .healTime

```
Type: number
[Read Only]

```

### .heavy

```
Type: boolean
[Read Only]

```

### .immunityTime

```
Type: number
[Read Only]

```

### .infectionChance

```
Type: number
[Read Only]

```

### .infectionRadius

```
Type: number
[Read Only]

```

### .medicamentCount

```
Type: number
[Read Only]

```

### .name

```
Type: string
[Read Only]

```

### .satietyIncrease

```
Type: number
[Read Only]

```

### .walkDecrease

```
Type: number
[Read Only]

```

### .warmIncrease

```
Type: number
[Read Only]

```

### .workDecrease

```
Type: number
[Read Only]

```

### .workerInfection

```
Type: boolean
[Read Only]

```
Forester's lodge

The **Forester's lodge** is one of the Buildings in the game Forest Village.

* Foresters provide a slow but steady supply of logs to the settlement culling the eldest trees first.

The control window has two buttons that allow the user to toggle off/on the planting of new trees and/or the cutting of trees.
Life is Feudal: Forest Village Wiki/Section 2

**Featured Content**

* Achievements
* Animals
* Buildings
* Clothes
* Construction materials
* Cooking
* Decorations
* Diseases
* Developers
* Ecosystem
* Farms
* Food
* Hides
* Humans
* Items
* Medicinal herbs
* Minerals
* Requirements
* Resources
* Supplies
* Time
* Tools
* Trees
* Villages
* Weather

* Achievements
* Animals
* Buildings
* Clothes
* Construction materials
* Cooking
* Decorations
* Diseases
* Developers
* Ecosystem
* Farms
* Food
* Hides
* Humans
* Items
* Medicinal herbs
* Minerals
* Requirements
* Resources
* Supplies
* Time
* Tools
* Trees
* Villages
* Weather

**LiF:Forest Village Features**
* Advanced Farming system. Different crops and fruit trees require varying amounts of moisture, man labour and time in order to ripen ready for harvest. Your pastures and Hens require Hunters to protect them from forest predators.
* Switch between birdseye and first person views. You can play in a birdseye view, watching over everything and issuing strategic orders, or you can possess a villager and play from a first person perspective, performing everyday tasks along with your fellow Villagers.
* Terraforming and pavement. Terraform land around your settlement to enable construction of larger buildings. Pave Roads to speed up the movement of your villagers and thus improve the economy of your settlement.
* Diseases, food rations and vitamins. Diseases spread faster in cold Weather, especially if your villagers lack warm clothes or their food ration is too plain and lacking in vitamins. Try to stock all types of Food possible (meat, fish, bread, vegetables and fruits) to keep your villagers’ healthy.
* Dynamic ecosystem. Villagers continuously walking in the surrounding woods will scare Wildlife deeper into forest. Excessive Farming or woodcutting can lead to flora and fauna extinction thus lowering the flow of meat, hides, mushrooms, berries and medical herbs (Resources/Food) to your stocks.
* Real time Weather and seasons system. The Seasons effect your village’s needs: summer droughts will force your farmers to water your crops and rainy days will force them to dig trenches to drain excess water, and you'll need firewood and warm clothes for your villagers in Winter.
* Morale and increasing population. Keep your Villagers happy and their families will grow - that is, if their needs are being met! Living in overcrowded hostels, unfulfilled requirements and even bearing witness to a villager’s demise will reduce Morale and their productivity.
* Disasters. Lightning can hit tall buildings that are standing on hilltops. Tornados can leave a devastating trail of destruction across your settlement. Earthquakes can destroy your houses and even topple trees. Make sure you are prepared to face those challenges!
* Mod friendly. Our game is designed to be modder friendly. Game modders will have access to AI, animations, task and resource management, navigation, sounds and many other game systems. Those systems and assets can be completely changed through game scripts written in LUA.
Life is Feudal: Forest Village

**Forest Village** is a game being created and developed by Forest Village Game. Forest Village is a medieval city-building survival strategy game

## Description

In the Forest Village you lead a group of people who set off in search of new lands. Your group has arrived in a boat carrying all resources necessary for survival – food, tools, clothes and construction materials. They will help the people to establish a new settlement and ensure its prosperity.

Begin construction of your village with a few houses. They will protect the settlers from bad weather and give them a place to cook food, take rest and warm up. Think over and plan the development of your settlement. Take care of inhabitants and do everything possible to provide them with everything they need.

The new lands are full of resources that you can use. Minerals will be used by the settlers to build and expand the city; meat, mushrooms and berries will satisfy hunger. Your workers can both collect resources from the surface, and extract them from the ground in mines and quarries.