Okay I know it´s not much but I figured out how to change the workshop income :)
REMEMBER TO BACK UP THE FILE BEFORE CHANGING IT!
1. First go to: Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\SandBox\ModuleData
2. Locate the file called spworkshops and open it with notepad
3. Change "output_count=" for the desired workshops which you want to change the income for, or just use my very simple code here which add +10 to all out (more output is more income)
?<?xml version="1.0" encoding="utf-8"?> <WorkshopTypes> <WorkshopType id="artisans" name="{=VHLUHBaT}Artisans" equipment_cost="1000000" frequency="0" jobname="{=qfzkMuLj}Artisan" isHidden="true" description="{=AfiEQPky}Every town has a few craftsman. Someone has to make everyday stuff for everyday people and mosts do it themselves."> <Meshes sign_mesh_name="shop_sign_merchantbakery" shop_prop_mesh_name_1="shop_prop_merchantflour_a" shop_prop_mesh_name_2="shop_prop_merchantflour_b" shop_prop_mesh_name_3_1="shop_prop_merchantflour_c" shop_prop_mesh_name_4="Shop_prop_merchantbakery_d" shop_prop_mesh_name_5="Shop_prop_merchantbakery_e" shop_prop_mesh_name_6="Shop_prop_merchantbakery_f" /> <Production conversion_speed="1"> <Inputs> <Input input_item="cow" /> </Inputs> <Outputs> <Output output="ItemCategory.meat" output_count="16" /> <Output output="ItemCategory.hides" output_count="12" /> </Outputs> </Production> <Production conversion_speed="2"> <Inputs> <Input input_item="sheep" /> </Inputs> <Outputs> <Output output="ItemCategory.meat" output_count="12" /> <Output output="ItemCategory.hides" output_count="11" /> </Outputs> </Production> <Production conversion_speed="4"> <Inputs> <Input input_item="hog" /> </Inputs> <Outputs> <Output output="ItemCategory.meat" output_count="11" /> <Output output="ItemCategory.hides" output_count="11" /> </Outputs> </Production> <Production conversion_speed="1"> <Inputs> <Input input_item="flax" /> </Inputs> <Outputs> <Output output="ItemCategory.linen" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.5"> <Inputs> <Input input_item="grain" /> </Inputs> <Outputs> <Output output="ItemCategory.beer" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="grape" /> </Inputs> <Outputs> <Output output="ItemCategory.wine" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.05"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.tools" output_count="12" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="olives" /> </Inputs> <Outputs> <Output output="ItemCategory.oil" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.2"> <Inputs> <Input input_item="hides" /> </Inputs> <Outputs> <Output output="ItemCategory.leather" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="silver" /> </Inputs> <Outputs> <Output output="ItemCategory.jewelry" /> </Outputs> </Production> <Production conversion_speed="0.8"> <Inputs></Inputs> <Outputs> <Output output="ItemCategory.garment" output_count="12" /> </Outputs> </Production> <Production conversion_speed="0.8"> <Inputs></Inputs> <Outputs> <Output output="ItemCategory.light_armor" /> </Outputs> </Production> <Production conversion_speed="0.3"> <Inputs> <Input input_item="leather" /> </Inputs> <Outputs> <Output output="ItemCategory.medium_armor" /> </Outputs> </Production> <Production conversion_speed="0.15"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.heavy_armor" /> </Outputs> </Production> <Production conversion_speed="0.075"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.ultra_armor" /> </Outputs> </Production> <Production conversion_speed="1.5"> <Inputs></Inputs> <Outputs> <Output output="ItemCategory.melee_weapons" /> </Outputs> </Production> <Production conversion_speed="0.6"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons_2" /> </Outputs> </Production> <Production conversion_speed="0.3"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons_3" /> </Outputs> </Production> <Production conversion_speed="0.15"> <Inputs> <Input input_item="iron" /> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons_4" /> </Outputs> </Production> <Production conversion_speed="0.075"> <Inputs> <Input input_item="iron" /> <Input input_item="hardwood" /> <Input input_item="leather" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons_5" /> </Outputs> </Production> <Production conversion_speed="1.5"> <Inputs></Inputs> <Outputs> <Output output="ItemCategory.arrows" output_count="11" /> </Outputs> </Production> <Production conversion_speed="1.2"> <Inputs></Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons" /> </Outputs> </Production> <Production conversion_speed="0.6"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons_2" /> </Outputs> </Production> <Production conversion_speed="0.3"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons_3" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="hardwood" /> <Input input_item="leather" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons_4" /> </Outputs> </Production> <Production conversion_speed="0.05"> <Inputs> <Input input_item="hardwood" /> <Input input_item="leather" /> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons_5" /> </Outputs> </Production> <Production conversion_speed="1.2"> <Inputs></Inputs> <Outputs> <Output output="ItemCategory.shield" /> </Outputs> </Production> <Production conversion_speed="0.6"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.shield_2" /> </Outputs> </Production> <Production conversion_speed="0.3"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.shield_3" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="hardwood" /> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.shield_4" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.05"> <Inputs> <Input input_item="hardwood" /> <Input input_item="leather" /> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.shield_5" output_count="11" /> </Outputs> </Production> <Production conversion_speed="1.0"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.horse_equipment" /> </Outputs> </Production> <Production conversion_speed="0.4"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.horse_equipment_2" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="hardwood" /> <Input input_item="leather" /> </Inputs> <Outputs> <Output output="ItemCategory.horse_equipment_3" /> </Outputs> </Production> <Production conversion_speed="0.05"> <Inputs> <Input input_item="hardwood" /> <Input input_item="iron" /> <Input input_item="leather" /> </Inputs> <Outputs> <Output output="ItemCategory.horse_equipment_4" /> </Outputs> </Production> <Production conversion_speed="0.025"> <Inputs> <Input input_item="hardwood" /> <Input input_item="iron" /> <Input input_item="leather" /> </Inputs> <Outputs> <Output output="ItemCategory.horse_equipment_5" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="brewery" name="{=GsaLzLfl}Brewery" equipment_cost="2000" frequency="1" jobname="{=pVjxlT1f}Brewer" description="{=ukyaK3zY}Grain is malted, mashed and fermented here to brew beer, the most popular beverage for the common people through most of central and northern Calradia."> <Meshes sign_mesh_name="shop_sign_merchantbeer" shop_prop_mesh_name_1="shop_prop_merchantbeer_a" shop_prop_mesh_name_2="shop_prop_merchantbeer_b" shop_prop_mesh_name_3_1="shop_prop_merchantbeer_c" shop_prop_mesh_name_4="shop_prop_merchantbeer_d" shop_prop_mesh_name_5="shop_prop_merchantbeer_e" shop_prop_mesh_name_6="shop_prop_merchantbeer_f" /> <Production conversion_speed="8"> <Inputs> <Input input_item="grain" /> </Inputs> <Outputs> <Output output="ItemCategory.beer" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="velvet_weavery" name="{=EBCKXbTa}Velvet Weavery" frequency="3" equipment_cost="2000" jobname="{=HXuAkbcU}Velvet Weaver" description="{=EgQKuUOV}Fine raw silk is woven in this workshop into even finer velvet to make the most luxurious garments in Calradia."> <Meshes sign_mesh_name="shop_sign_merchantweaveryvelvet" shop_prop_mesh_name_1="shop_prop_merchantweavery_velvet_a" shop_prop_mesh_name_2="shop_prop_merchantweavery_velvet_b" shop_prop_mesh_name_3_1="shop_prop_merchantweavery_velvet_c" shop_prop_mesh_name_4="shop_prop_merchantweavery_velvet_d" shop_prop_mesh_name_5="shop_prop_merchantweavery_velvet_e" shop_prop_mesh_name_6="shop_prop_merchantweavery_velvet_f" /> <Production conversion_speed="2"> <Inputs> <Input input_item="cotton" /> </Inputs> <Outputs> <Output output="ItemCategory.velvet" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="linen_weavery" name="{=tK4IiP3J}Linen Weavery" frequency="2" equipment_cost="2000" jobname="{=RLz2b53X}Clothier" description="{=YjIbrhIB}Flax stalks are subjected here to a lengthy process to separate the fibers then woven into linen, the most popular fabric in Calradia for warm-weather clothing."> <Meshes sign_mesh_name="shop_sign_merchantweaverylinen" shop_prop_mesh_name_1="shop_prop_merchantweavery_linen_a" shop_prop_mesh_name_2="shop_prop_merchantweavery_linen_b" shop_prop_mesh_name_3_1="shop_prop_merchantweavery_linen_c" shop_prop_mesh_name_4="shop_prop_merchantweavery_linen_d" shop_prop_mesh_name_5="shop_prop_merchantweavery_linen_e" shop_prop_mesh_name_6="shop_prop_merchantweavery_linen_f" /> <Production conversion_speed="4"> <Inputs> <Input input_item="flax" /> </Inputs> <Outputs> <Output output="ItemCategory.linen" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="wine_press" name="{=uy2mSmw3}Wine Press" frequency="2" equipment_cost="2000" jobname="{=PdvjpThP}Vintner" description="{=abOxaKoH}A winery will maintain a press to crush grapes and storehouses to ferment the juice, producing a beverage that is in high demand throughout Calradia."> <Meshes sign_mesh_name="shop_sign_merchantwinery" shop_prop_mesh_name_1="shop_prop_merchantwinery_a" shop_prop_mesh_name_2="shop_prop_merchantwinery_b" shop_prop_mesh_name_3_1="shop_prop_merchantwinery_c" shop_prop_mesh_name_4="shop_prop_merchantwinery_d" shop_prop_mesh_name_5="shop_prop_merchantwinery_e" shop_prop_mesh_name_6="shop_prop_merchantwinery_f" /> <Production conversion_speed="5"> <Inputs> <Input input_item="grape" /> </Inputs> <Outputs> <Output output="ItemCategory.wine" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="pottery_shop" name="{=Tj7ErPfn}Pottery Shop" frequency="2" equipment_cost="2000" jobname="{=wLTQpbIM}Potter" description="{=bNjS2EP1}Pottery is the most common means of storing food and other items. Artisans here fashion their wares out of clay before baking them at high temperatures in kilns."> <Meshes sign_mesh_name="shop_sign_merchantpottery" shop_prop_mesh_name_1="shop_prop_merchantpottery_a" shop_prop_mesh_name_2="shop_prop_merchantpottery_b" shop_prop_mesh_name_3_1="shop_prop_merchantpottery_c" shop_prop_mesh_name_4="shop_prop_merchantpottery_d" shop_prop_mesh_name_5="shop_prop_merchantpottery_e" shop_prop_mesh_name_6="shop_prop_merchantpottery_f" /> <Production conversion_speed="4"> <Inputs> <Input input_item="clay" /> </Inputs> <Outputs> <Output output="ItemCategory.pottery" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="olive_press" name="{=boupIGPX}Olive Press" frequency="2" equipment_cost="2000" jobname="{=wCuAxt4m}Oilpresser" description="{=4rl1mid8}Olives are pressed into smooth oil in an olive press. The oil is used for cooking, to light lamps, for soap, and for many other purposes, and always fetches a good price on the market."> <Meshes sign_mesh_name="shop_sign_merchantpottery" shop_prop_mesh_name_1="shop_prop_merchantpottery_a" shop_prop_mesh_name_2="shop_prop_merchantpottery_b" shop_prop_mesh_name_3_1="shop_prop_merchantpottery_c" shop_prop_mesh_name_4="shop_prop_merchantpottery_d" shop_prop_mesh_name_5="shop_prop_merchantpottery_e" shop_prop_mesh_name_6="shop_prop_merchantpottery_f" /> <Production conversion_speed="5"> <Inputs> <Input input_item="olives" /> </Inputs> <Outputs> <Output output="ItemCategory.oil" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="wool_weavery" name="{=bZeZCHoa}Wool Weavery" frequency="2" equipment_cost="2000" jobname="{=eS6nGak1}Wool Weaver" description="{=SXFaBtfZ}Weavers spin sheep's wool into yarn, which they weave on looms to make fabric and clothing. Wool is the most common fabric in Calradia, especially in the more cooler regions."> <Meshes sign_mesh_name="shop_sign_merchantweaverywool" shop_prop_mesh_name_1="shop_prop_merchantweavery_wool_a" shop_prop_mesh_name_2="shop_prop_merchantweavery_wool_b" shop_prop_mesh_name_3_1="shop_prop_merchantarmory_light_c" shop_prop_mesh_name_4="shop_prop_merchantweavery_wool_d" shop_prop_mesh_name_5="shop_prop_merchantweavery_wool_e" shop_prop_mesh_name_6="shop_prop_merchantweavery_wool_f" /> <Production conversion_speed="2"> <Inputs> <Input input_item="wool" /> </Inputs> <Outputs> <Output output="ItemCategory.garment" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="tannery" name="{=7hx2Nlmd}Tannery" frequency="1" equipment_cost="2000" jobname="{=ousGnzju}Tanner" description="{=a4usDGTN}Raw hides are treated with lime and other chemicals at a tannery, and turned into supple leather."> <Meshes sign_mesh_name="shop_sign_merchantleather" shop_prop_mesh_name_1="shop_prop_merchantarmory_a" shop_prop_mesh_name_2="shop_prop_merchantleather_b" shop_prop_mesh_name_3_1="shop_prop_merchantarmory_medium_c" shop_prop_mesh_name_4="shop_prop_merchantleather_d" shop_prop_mesh_name_5="shop_prop_merchantleather_e" shop_prop_mesh_name_6="shop_prop_merchantleather_f" /> <Production conversion_speed="2"> <Inputs> <Input input_item="hides" /> </Inputs> <Outputs> <Output output="ItemCategory.leather" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="wood_WorkshopType" name="{=UiSes6XY}Wood Workshop" frequency="2" equipment_cost="2000" jobname="{=IO7Jgato}Carpenter" description="{=EHDO4CRc}Strong hardwood is cut and crafted here into weapons, shields and tools."> <Meshes sign_mesh_name="shop_sign_merchantshields" shop_prop_mesh_name_1="shop_prop_merchantcarpenter_a" shop_prop_mesh_name_2="shop_prop_merchantcarpenter_b" shop_prop_mesh_name_3_1="shop_prop_merchantsmithing_tools_c" shop_prop_mesh_name_3_2="shop_prop_merchantweapons_ranged_c" shop_prop_mesh_name_3_3="shop_prop_merchantweapons_shield_c" shop_prop_mesh_name_4="shop_prop_merchantcarpenter_d" shop_prop_mesh_name_5="shop_prop_merchantcarpenter_e" shop_prop_mesh_name_6="shop_prop_merchantcarpenter_f" /> <Production conversion_speed="4"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.tools" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.33"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons" /> <Output output="ItemCategory.ranged_weapons" /> <Output output="ItemCategory.ranged_weapons" /> </Outputs> </Production> <Production conversion_speed="0.5"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons_2" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.4"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons_3" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.3"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons_4" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.2"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.ranged_weapons_5" output_count="11" /> </Outputs> </Production> <Production conversion_speed="1"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.shield" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.33"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.shield_2" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.2"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.shield_3" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.shield_4" output_count="11" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="hardwood" /> </Inputs> <Outputs> <Output output="ItemCategory.shield_5" output_count="11" /> </Outputs> </Production> </WorkshopType> <WorkshopType id="smithy" name="{=Kqt8RHh7}Smithy" frequency="3" equipment_cost="2000" jobname="{=8MwqyFfS}Ironmonger" description="{=J2Ioper5}Iron ore is smelted into ingots then forged into tools, nails, weapons and armor in a smithy."> <Meshes sign_mesh_name="shop_sign_merchantsmithing" shop_prop_mesh_name_1="shop_prop_merchantsmithing_a" shop_prop_mesh_name_2="shop_prop_merchantsmithing_b" shop_prop_mesh_name_3_1="shop_prop_merchantweapons_melee_c" shop_prop_mesh_name_3_2="shop_prop_merchantarmory_heavy_c" shop_prop_mesh_name_4="shop_prop_merchantsmithing_d" shop_prop_mesh_name_5="shop_prop_merchantsmithing_e" shop_prop_mesh_name_6="shop_prop_merchantsmithing_f" /> <Production conversion_speed="1"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons" /> <Output output="ItemCategory.melee_weapons" /> </Outputs> </Production> <Production conversion_speed="1"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons_2" /> </Outputs> </Production> <Production conversion_speed="0.5"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons_3" /> </Outputs> </Production> <Production conversion_speed="0.2"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons_4" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.melee_weapons_5" /> </Outputs> </Production> <Production conversion_speed="1"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.medium_armor" /> </Outputs> </Production> <Production conversion_speed="0.25"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.heavy_armor" /> </Outputs> </Production> <Production conversion_speed="0.1"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.ultra_armor" /> </Outputs> </Production> <Production conversion_speed="3"> <Inputs> <Input input_item="iron" /> </Inputs> <Outputs> <Output output="ItemCategory.tools" output_count="12" /> </Outputs> </Production> </WorkshopType> <!--<WorkshopType id="stable" name="{=zzQdNpXw}Stable" frequency="2" equipment_cost="2000" jobname="{=ZGQAtoSU}Stabler" description="{=*}(Stable definiton)">--> <!--TODO_GOKCEN--> <!-- <Meshes sign_mesh_name="shop_sign_merchanthorse" shop_prop_mesh_name_1="shop_prop_merchanthorse_a" shop_prop_mesh_name_2="shop_prop_merchanthorse_b" shop_prop_mesh_name_3_1="shop_prop_merchanthorse_c" shop_prop_mesh_name_4="shop_prop_merchanthorse_d" shop_prop_mesh_name_5="shop_prop_merchanthorse_e" shop_prop_mesh_name_6="shop_prop_merchanthorse_f"/> <Production conversion_speed="1"> <Inputs> <Input input_item="horse" /> </Inputs> <Outputs> <Output output="ItemCategory.war_horse" /> </Outputs> </Production> </WorkshopType>--> <WorkshopType id="silversmithy" name="{=silversmithworkshop}Silversmith" frequency="4" equipment_cost="2000" jobname="{=silversmithworker}Silversmith" description="{=cxrsASao}Rare silver ore is turned into jewelry, the finest of all trade goods, in a Silversmith."> <Meshes sign_mesh_name="shop_sign_merchantsmithing" shop_prop_mesh_name_1="shop_prop_merchantsilversmith_a" shop_prop_mesh_name_2="shop_prop_merchantsilversmith_b" shop_prop_mesh_name_3_1="shop_prop_merchantsilversmith_c" shop_prop_mesh_name_4="shop_prop_merchantsilversmith_d" shop_prop_mesh_name_5="shop_prop_merchantsilversmith_e" shop_prop_mesh_name_6="shop_prop_merchantsilversmith_f" /> <Production conversion_speed="1"> <Inputs> <Input input_item="silver" /> </Inputs> <Outputs> <Output output="ItemCategory.jewelry" output_count="12" /> </Outputs> </Production> </WorkshopType> </WorkshopTypes>
Since this mod does not seem like getting support & updates, I think it is fair to let everyone know I have a mod that does similar. Actually mine is first to come (12 June 2020) so it is not a cheap clone, but somehow it did not get too many interest before 1.8.0... Anyway, check my profile or use search to find Profitable Workshops. (Works well on e1.8.0)
Note to mod owner: Feel free to PM me if you are going to post an update, I'll delete this comment.
I don't share a link here in order to not disrespect author of this mod. To find my mod check my profile, there is a section called "User Files" and there is the Profitable Workshops mod.
Since you also asked via PM, I sent direct link to the mod page there.
Thank you! Even if they have all the input in the town they need, sometimes workshops just struggle turning a decent profit. If anyone's wondering, the e1.5.10 Beta branch version is working fine on e1.6.0 Beta and e1.6.0 Stable branches.
77 comments
REMEMBER TO BACK UP THE FILE BEFORE CHANGING IT!
1. First go to:
Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\SandBox\ModuleData
2.
Locate the file called spworkshops and open it with notepad
3.
Change "output_count=" for the desired workshops which you want to change the income for, or just use my very simple code here which add +10 to all out (more output is more income)
?<?xml version="1.0" encoding="utf-8"?>
<WorkshopTypes>
<WorkshopType id="artisans" name="{=VHLUHBaT}Artisans" equipment_cost="1000000" frequency="0" jobname="{=qfzkMuLj}Artisan" isHidden="true" description="{=AfiEQPky}Every town has a few craftsman. Someone has to make everyday stuff for everyday people and mosts do it themselves.">
<Meshes sign_mesh_name="shop_sign_merchantbakery" shop_prop_mesh_name_1="shop_prop_merchantflour_a" shop_prop_mesh_name_2="shop_prop_merchantflour_b" shop_prop_mesh_name_3_1="shop_prop_merchantflour_c" shop_prop_mesh_name_4="Shop_prop_merchantbakery_d" shop_prop_mesh_name_5="Shop_prop_merchantbakery_e" shop_prop_mesh_name_6="Shop_prop_merchantbakery_f" />
<Production conversion_speed="1">
<Inputs>
<Input input_item="cow" />
</Inputs>
<Outputs>
<Output output="ItemCategory.meat" output_count="16" />
<Output output="ItemCategory.hides" output_count="12" />
</Outputs>
</Production>
<Production conversion_speed="2">
<Inputs>
<Input input_item="sheep" />
</Inputs>
<Outputs>
<Output output="ItemCategory.meat" output_count="12" />
<Output output="ItemCategory.hides" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="4">
<Inputs>
<Input input_item="hog" />
</Inputs>
<Outputs>
<Output output="ItemCategory.meat" output_count="11" />
<Output output="ItemCategory.hides" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="1">
<Inputs>
<Input input_item="flax" />
</Inputs>
<Outputs>
<Output output="ItemCategory.linen" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.5">
<Inputs>
<Input input_item="grain" />
</Inputs>
<Outputs>
<Output output="ItemCategory.beer" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="grape" />
</Inputs>
<Outputs>
<Output output="ItemCategory.wine" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.05">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.tools" output_count="12" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="olives" />
</Inputs>
<Outputs>
<Output output="ItemCategory.oil" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.2">
<Inputs>
<Input input_item="hides" />
</Inputs>
<Outputs>
<Output output="ItemCategory.leather" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="silver" />
</Inputs>
<Outputs>
<Output output="ItemCategory.jewelry" />
</Outputs>
</Production>
<Production conversion_speed="0.8">
<Inputs></Inputs>
<Outputs>
<Output output="ItemCategory.garment" output_count="12" />
</Outputs>
</Production>
<Production conversion_speed="0.8">
<Inputs></Inputs>
<Outputs>
<Output output="ItemCategory.light_armor" />
</Outputs>
</Production>
<Production conversion_speed="0.3">
<Inputs>
<Input input_item="leather" />
</Inputs>
<Outputs>
<Output output="ItemCategory.medium_armor" />
</Outputs>
</Production>
<Production conversion_speed="0.15">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.heavy_armor" />
</Outputs>
</Production>
<Production conversion_speed="0.075">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ultra_armor" />
</Outputs>
</Production>
<Production conversion_speed="1.5">
<Inputs></Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons" />
</Outputs>
</Production>
<Production conversion_speed="0.6">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons_2" />
</Outputs>
</Production>
<Production conversion_speed="0.3">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons_3" />
</Outputs>
</Production>
<Production conversion_speed="0.15">
<Inputs>
<Input input_item="iron" />
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons_4" />
</Outputs>
</Production>
<Production conversion_speed="0.075">
<Inputs>
<Input input_item="iron" />
<Input input_item="hardwood" />
<Input input_item="leather" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons_5" />
</Outputs>
</Production>
<Production conversion_speed="1.5">
<Inputs></Inputs>
<Outputs>
<Output output="ItemCategory.arrows" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="1.2">
<Inputs></Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons" />
</Outputs>
</Production>
<Production conversion_speed="0.6">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons_2" />
</Outputs>
</Production>
<Production conversion_speed="0.3">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons_3" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="hardwood" />
<Input input_item="leather" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons_4" />
</Outputs>
</Production>
<Production conversion_speed="0.05">
<Inputs>
<Input input_item="hardwood" />
<Input input_item="leather" />
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons_5" />
</Outputs>
</Production>
<Production conversion_speed="1.2">
<Inputs></Inputs>
<Outputs>
<Output output="ItemCategory.shield" />
</Outputs>
</Production>
<Production conversion_speed="0.6">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield_2" />
</Outputs>
</Production>
<Production conversion_speed="0.3">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield_3" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="hardwood" />
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield_4" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.05">
<Inputs>
<Input input_item="hardwood" />
<Input input_item="leather" />
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield_5" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="1.0">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.horse_equipment" />
</Outputs>
</Production>
<Production conversion_speed="0.4">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.horse_equipment_2" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="hardwood" />
<Input input_item="leather" />
</Inputs>
<Outputs>
<Output output="ItemCategory.horse_equipment_3" />
</Outputs>
</Production>
<Production conversion_speed="0.05">
<Inputs>
<Input input_item="hardwood" />
<Input input_item="iron" />
<Input input_item="leather" />
</Inputs>
<Outputs>
<Output output="ItemCategory.horse_equipment_4" />
</Outputs>
</Production>
<Production conversion_speed="0.025">
<Inputs>
<Input input_item="hardwood" />
<Input input_item="iron" />
<Input input_item="leather" />
</Inputs>
<Outputs>
<Output output="ItemCategory.horse_equipment_5" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="brewery" name="{=GsaLzLfl}Brewery" equipment_cost="2000" frequency="1" jobname="{=pVjxlT1f}Brewer" description="{=ukyaK3zY}Grain is malted, mashed and fermented here to brew beer, the most popular beverage for the common people through most of central and northern Calradia.">
<Meshes sign_mesh_name="shop_sign_merchantbeer" shop_prop_mesh_name_1="shop_prop_merchantbeer_a" shop_prop_mesh_name_2="shop_prop_merchantbeer_b" shop_prop_mesh_name_3_1="shop_prop_merchantbeer_c" shop_prop_mesh_name_4="shop_prop_merchantbeer_d" shop_prop_mesh_name_5="shop_prop_merchantbeer_e" shop_prop_mesh_name_6="shop_prop_merchantbeer_f" />
<Production conversion_speed="8">
<Inputs>
<Input input_item="grain" />
</Inputs>
<Outputs>
<Output output="ItemCategory.beer" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="velvet_weavery" name="{=EBCKXbTa}Velvet Weavery" frequency="3" equipment_cost="2000" jobname="{=HXuAkbcU}Velvet Weaver" description="{=EgQKuUOV}Fine raw silk is woven in this workshop into even finer velvet to make the most luxurious garments in Calradia.">
<Meshes sign_mesh_name="shop_sign_merchantweaveryvelvet" shop_prop_mesh_name_1="shop_prop_merchantweavery_velvet_a" shop_prop_mesh_name_2="shop_prop_merchantweavery_velvet_b" shop_prop_mesh_name_3_1="shop_prop_merchantweavery_velvet_c" shop_prop_mesh_name_4="shop_prop_merchantweavery_velvet_d" shop_prop_mesh_name_5="shop_prop_merchantweavery_velvet_e" shop_prop_mesh_name_6="shop_prop_merchantweavery_velvet_f" />
<Production conversion_speed="2">
<Inputs>
<Input input_item="cotton" />
</Inputs>
<Outputs>
<Output output="ItemCategory.velvet" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="linen_weavery" name="{=tK4IiP3J}Linen Weavery" frequency="2" equipment_cost="2000" jobname="{=RLz2b53X}Clothier" description="{=YjIbrhIB}Flax stalks are subjected here to a lengthy process to separate the fibers then woven into linen, the most popular fabric in Calradia for warm-weather clothing.">
<Meshes sign_mesh_name="shop_sign_merchantweaverylinen" shop_prop_mesh_name_1="shop_prop_merchantweavery_linen_a" shop_prop_mesh_name_2="shop_prop_merchantweavery_linen_b" shop_prop_mesh_name_3_1="shop_prop_merchantweavery_linen_c" shop_prop_mesh_name_4="shop_prop_merchantweavery_linen_d" shop_prop_mesh_name_5="shop_prop_merchantweavery_linen_e" shop_prop_mesh_name_6="shop_prop_merchantweavery_linen_f" />
<Production conversion_speed="4">
<Inputs>
<Input input_item="flax" />
</Inputs>
<Outputs>
<Output output="ItemCategory.linen" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="wine_press" name="{=uy2mSmw3}Wine Press" frequency="2" equipment_cost="2000" jobname="{=PdvjpThP}Vintner" description="{=abOxaKoH}A winery will maintain a press to crush grapes and storehouses to ferment the juice, producing a beverage that is in high demand throughout Calradia.">
<Meshes sign_mesh_name="shop_sign_merchantwinery" shop_prop_mesh_name_1="shop_prop_merchantwinery_a" shop_prop_mesh_name_2="shop_prop_merchantwinery_b" shop_prop_mesh_name_3_1="shop_prop_merchantwinery_c" shop_prop_mesh_name_4="shop_prop_merchantwinery_d" shop_prop_mesh_name_5="shop_prop_merchantwinery_e" shop_prop_mesh_name_6="shop_prop_merchantwinery_f" />
<Production conversion_speed="5">
<Inputs>
<Input input_item="grape" />
</Inputs>
<Outputs>
<Output output="ItemCategory.wine" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="pottery_shop" name="{=Tj7ErPfn}Pottery Shop" frequency="2" equipment_cost="2000" jobname="{=wLTQpbIM}Potter" description="{=bNjS2EP1}Pottery is the most common means of storing food and other items. Artisans here fashion their wares out of clay before baking them at high temperatures in kilns.">
<Meshes sign_mesh_name="shop_sign_merchantpottery" shop_prop_mesh_name_1="shop_prop_merchantpottery_a" shop_prop_mesh_name_2="shop_prop_merchantpottery_b" shop_prop_mesh_name_3_1="shop_prop_merchantpottery_c" shop_prop_mesh_name_4="shop_prop_merchantpottery_d" shop_prop_mesh_name_5="shop_prop_merchantpottery_e" shop_prop_mesh_name_6="shop_prop_merchantpottery_f" />
<Production conversion_speed="4">
<Inputs>
<Input input_item="clay" />
</Inputs>
<Outputs>
<Output output="ItemCategory.pottery" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="olive_press" name="{=boupIGPX}Olive Press" frequency="2" equipment_cost="2000" jobname="{=wCuAxt4m}Oilpresser" description="{=4rl1mid8}Olives are pressed into smooth oil in an olive press. The oil is used for cooking, to light lamps, for soap, and for many other purposes, and always fetches a good price on the market.">
<Meshes sign_mesh_name="shop_sign_merchantpottery" shop_prop_mesh_name_1="shop_prop_merchantpottery_a" shop_prop_mesh_name_2="shop_prop_merchantpottery_b" shop_prop_mesh_name_3_1="shop_prop_merchantpottery_c" shop_prop_mesh_name_4="shop_prop_merchantpottery_d" shop_prop_mesh_name_5="shop_prop_merchantpottery_e" shop_prop_mesh_name_6="shop_prop_merchantpottery_f" />
<Production conversion_speed="5">
<Inputs>
<Input input_item="olives" />
</Inputs>
<Outputs>
<Output output="ItemCategory.oil" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="wool_weavery" name="{=bZeZCHoa}Wool Weavery" frequency="2" equipment_cost="2000" jobname="{=eS6nGak1}Wool Weaver" description="{=SXFaBtfZ}Weavers spin sheep's wool into yarn, which they weave on looms to make fabric and clothing. Wool is the most common fabric in Calradia, especially in the more cooler regions.">
<Meshes sign_mesh_name="shop_sign_merchantweaverywool" shop_prop_mesh_name_1="shop_prop_merchantweavery_wool_a" shop_prop_mesh_name_2="shop_prop_merchantweavery_wool_b" shop_prop_mesh_name_3_1="shop_prop_merchantarmory_light_c" shop_prop_mesh_name_4="shop_prop_merchantweavery_wool_d" shop_prop_mesh_name_5="shop_prop_merchantweavery_wool_e" shop_prop_mesh_name_6="shop_prop_merchantweavery_wool_f" />
<Production conversion_speed="2">
<Inputs>
<Input input_item="wool" />
</Inputs>
<Outputs>
<Output output="ItemCategory.garment" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="tannery" name="{=7hx2Nlmd}Tannery" frequency="1" equipment_cost="2000" jobname="{=ousGnzju}Tanner" description="{=a4usDGTN}Raw hides are treated with lime and other chemicals at a tannery, and turned into supple leather.">
<Meshes sign_mesh_name="shop_sign_merchantleather" shop_prop_mesh_name_1="shop_prop_merchantarmory_a" shop_prop_mesh_name_2="shop_prop_merchantleather_b" shop_prop_mesh_name_3_1="shop_prop_merchantarmory_medium_c" shop_prop_mesh_name_4="shop_prop_merchantleather_d" shop_prop_mesh_name_5="shop_prop_merchantleather_e" shop_prop_mesh_name_6="shop_prop_merchantleather_f" />
<Production conversion_speed="2">
<Inputs>
<Input input_item="hides" />
</Inputs>
<Outputs>
<Output output="ItemCategory.leather" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="wood_WorkshopType" name="{=UiSes6XY}Wood Workshop" frequency="2" equipment_cost="2000" jobname="{=IO7Jgato}Carpenter" description="{=EHDO4CRc}Strong hardwood is cut and crafted here into weapons, shields and tools.">
<Meshes sign_mesh_name="shop_sign_merchantshields" shop_prop_mesh_name_1="shop_prop_merchantcarpenter_a" shop_prop_mesh_name_2="shop_prop_merchantcarpenter_b" shop_prop_mesh_name_3_1="shop_prop_merchantsmithing_tools_c" shop_prop_mesh_name_3_2="shop_prop_merchantweapons_ranged_c" shop_prop_mesh_name_3_3="shop_prop_merchantweapons_shield_c" shop_prop_mesh_name_4="shop_prop_merchantcarpenter_d" shop_prop_mesh_name_5="shop_prop_merchantcarpenter_e" shop_prop_mesh_name_6="shop_prop_merchantcarpenter_f" />
<Production conversion_speed="4">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.tools" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.33">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons" />
<Output output="ItemCategory.ranged_weapons" />
<Output output="ItemCategory.ranged_weapons" />
</Outputs>
</Production>
<Production conversion_speed="0.5">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons_2" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.4">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons_3" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.3">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons_4" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.2">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ranged_weapons_5" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="1">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.33">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield_2" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.2">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield_3" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield_4" output_count="11" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="hardwood" />
</Inputs>
<Outputs>
<Output output="ItemCategory.shield_5" output_count="11" />
</Outputs>
</Production>
</WorkshopType>
<WorkshopType id="smithy" name="{=Kqt8RHh7}Smithy" frequency="3" equipment_cost="2000" jobname="{=8MwqyFfS}Ironmonger" description="{=J2Ioper5}Iron ore is smelted into ingots then forged into tools, nails, weapons and armor in a smithy.">
<Meshes sign_mesh_name="shop_sign_merchantsmithing" shop_prop_mesh_name_1="shop_prop_merchantsmithing_a" shop_prop_mesh_name_2="shop_prop_merchantsmithing_b" shop_prop_mesh_name_3_1="shop_prop_merchantweapons_melee_c" shop_prop_mesh_name_3_2="shop_prop_merchantarmory_heavy_c" shop_prop_mesh_name_4="shop_prop_merchantsmithing_d" shop_prop_mesh_name_5="shop_prop_merchantsmithing_e" shop_prop_mesh_name_6="shop_prop_merchantsmithing_f" />
<Production conversion_speed="1">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons" />
<Output output="ItemCategory.melee_weapons" />
</Outputs>
</Production>
<Production conversion_speed="1">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons_2" />
</Outputs>
</Production>
<Production conversion_speed="0.5">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons_3" />
</Outputs>
</Production>
<Production conversion_speed="0.2">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons_4" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.melee_weapons_5" />
</Outputs>
</Production>
<Production conversion_speed="1">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.medium_armor" />
</Outputs>
</Production>
<Production conversion_speed="0.25">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.heavy_armor" />
</Outputs>
</Production>
<Production conversion_speed="0.1">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.ultra_armor" />
</Outputs>
</Production>
<Production conversion_speed="3">
<Inputs>
<Input input_item="iron" />
</Inputs>
<Outputs>
<Output output="ItemCategory.tools" output_count="12" />
</Outputs>
</Production>
</WorkshopType>
<!--<WorkshopType id="stable" name="{=zzQdNpXw}Stable" frequency="2" equipment_cost="2000" jobname="{=ZGQAtoSU}Stabler" description="{=*}(Stable definiton)">-->
<!--TODO_GOKCEN-->
<!--
<Meshes sign_mesh_name="shop_sign_merchanthorse" shop_prop_mesh_name_1="shop_prop_merchanthorse_a" shop_prop_mesh_name_2="shop_prop_merchanthorse_b" shop_prop_mesh_name_3_1="shop_prop_merchanthorse_c" shop_prop_mesh_name_4="shop_prop_merchanthorse_d" shop_prop_mesh_name_5="shop_prop_merchanthorse_e" shop_prop_mesh_name_6="shop_prop_merchanthorse_f"/>
<Production conversion_speed="1">
<Inputs>
<Input input_item="horse" />
</Inputs>
<Outputs>
<Output output="ItemCategory.war_horse" />
</Outputs>
</Production>
</WorkshopType>-->
<WorkshopType id="silversmithy" name="{=silversmithworkshop}Silversmith" frequency="4" equipment_cost="2000" jobname="{=silversmithworker}Silversmith" description="{=cxrsASao}Rare silver ore is turned into jewelry, the finest of all trade goods, in a Silversmith.">
<Meshes sign_mesh_name="shop_sign_merchantsmithing" shop_prop_mesh_name_1="shop_prop_merchantsilversmith_a" shop_prop_mesh_name_2="shop_prop_merchantsilversmith_b" shop_prop_mesh_name_3_1="shop_prop_merchantsilversmith_c" shop_prop_mesh_name_4="shop_prop_merchantsilversmith_d" shop_prop_mesh_name_5="shop_prop_merchantsilversmith_e" shop_prop_mesh_name_6="shop_prop_merchantsilversmith_f" />
<Production conversion_speed="1">
<Inputs>
<Input input_item="silver" />
</Inputs>
<Outputs>
<Output output="ItemCategory.jewelry" output_count="12" />
</Outputs>
</Production>
</WorkshopType>
</WorkshopTypes>
instead of this, you can edit workshop income from this mod https://www.nexusmods.com/mountandblade2bannerlord/mods/3503
Just update the code to remove ? before <?xml in the beginning of your code ;D
Actually mine is first to come (12 June 2020) so it is not a cheap clone, but somehow it did not get too many interest before 1.8.0...
Anyway, check my profile or use search to find Profitable Workshops. (Works well on e1.8.0)
Note to mod owner: Feel free to PM me if you are going to post an update, I'll delete this comment.
Since you also asked via PM, I sent direct link to the mod page there.
This mod has not been updated for a while, so here's an updated mod that allows you to multiply your income for anyone that needs it.
after installing you need to change production on existing workshops or buy new one
I didn't test it on a save with existing workshops, but buying a workshop after loading in with this mod works.
If anyone's wondering, the e1.5.10 Beta branch version is working fine on e1.6.0 Beta and e1.6.0 Stable branches.