Brings back some of the workshop features I remember from Warband (Viking Conquest?). You can deposit raw materials into workshop warehouses for production into finished goods and choose to sell finished goods or store them in inventory. Additionally you can stop and start production.
4.0.7+ Required. Make sure you follow instructions to install this and sort your load order properly. If you install it wrong or have the wrong load order your game will crash.
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Workshop management removed to use new system by TW. (start/stop production, start/stop selling, start/stop purchasing)
Automatic export traders will check for finished goods in the vanilla warehouse now.
Your warehouse from this mod is still available if you are a previous user updating but you should move everything to the new warehouse. In future updates I will remove the warehouse that was added by this mod.
Fixed tooltips not displaying correct price for 2 of the 3 warehouses when purchasing via menu. Remember low honor characters jack up the price.
Version 1.8.13
If you are exporting when war is declared, at the end of the day you will be asked for each workshop that you own that is producing goods but not selling locally, if you want to start selling to the trader again. Exporting stops while at war to minimize risk so to continue to make at least some profits you can start selling locally again until the war ends.
Version 1.8.12
Added localization support.
Increased default market research cost to 25/day since the traders make this service more valuable now.
Updated some settings' descriptions.
Version 1.8.11
Added checks to prevent duplicate items being added to a dictionary. Thanks Ittosai!
Version 1.8.10
Another whiskers fix, and yes he belongs in this mod, his lore is deep and you will see it come together... one day lol... your shop worker is his owner, just talk to him, But yeah whiskers just keeps being a little rascal but i think he is going to be nice now.
Added MCM setting, that you will never use anyway, since i enable whiskers by default, to toggle whiskers (why?).
Version 1.8.9
Fixed Sgt. Whiskers spawning during a siege. He just wanted to help! :(
Version 1.8.8
Sgt. Whiskers will only call in for back up if the player damaged him now.
Version 1.8.7
How fitting, update 1.8.7, where I fixed the crash when attacking Sgt. Whiskers, but I don't think you should do it because Sgt. whiskers will call in for back up. Trust me don't do it. Not only is this a warning, but it is a threat! (Check my Sgt. Whiskers video on YouTube if you don't believe me)
Fixed saving game. Needed to add a container definition.
Version 1.8.6
Fixed Export toggle setting in the MCM menu being in the wrong category.
Version 1.8.5
Fixed saving game. See changelog for 1.8.4 if you missed it.
Version 1.8.4
Workshop traders are automated now. You need to be subscribing to market research so traders know ehere to go and not be at war for it to operate. If selling prices are terrible in the local market then stop selling goods there by selecting that option in the manage workshops menu. Once you have the required finished goods in inventory based on what you set in the MCM for export amount, a trader party will be created from your garrison and they will take your finished goods and sell it to the highest bidder nearby. When they return they will pay this gold into your workshop capital. Get ready for much higher profits than you are used to. ;)
Version 1.8.3
Added "Send traders" option to the manage workshops menu. This option can be used in towns your clan owns and you need to have food available in the town since the traders will need some food to travel with. You can load them up with finished goods sitting in your warehouse inventory and send them off to sell your product where it is in demand. Subscribe to market research to find out where your product will sell best!
Version 1.8.2
Workshop Manager can now keep track of 8 workshops per town, which includes the hidden artisan workshop the traders uses to function, assuming a mod (Banner Kings) adds the ability for towns to have more workshops.
Settlements visited prior to installing 1.8.2 will have data loaded to the incorrect size. Now the mod will reset this data when it finds it. So you might lose some saved settings like your subscription to market research and what directions you gave to your workshop production and selling.
Version 1.8.1
Workshop Manager can now keep track of 8 workshops per town, which includes the hidden artisan workshop the traders uses to function, assuming a mod (Banner Kings) adds the ability for towns to have more workshops. NOPE
Version 1.7.3
Added dialogue to workshop owners and workers when purchasing a workshop.
Updated Sgt. Whiskers AI to more or less hang out with the player while in town. He's on a mission though looking for mice. ;)
Patched selling price for workshops. Now it will reflect the current capital and honesty level of the owner. Dishonest owners will sell for a higher price than what the workshop is worth. Now you can actually flip workshops. You can buy poorly performing workshops. Improve their business, then sell them for a profit. The calculated price no longer cheats the player, unless the owner is dishonest. (Honor < 1). Works for the player too, a low honor player will sell the workshop for a higher price.
Version 1.7.2
Added charge per animal stabled.
Fixed tooltip calculated cost.
Version 1.7.1
Rental storage now charged for every 10 units of weight. (Default: 5 gold)
Tooltip on menu item displays daily total cost of what is in storage.
Message displayed when charged daily for rental storage.
Version 1.5.5
Sgt. Whiskers now spawns into town when you are walking around in a town where you own a workshop. Whatever you do, don't try to hurt him!
Version 1.5.4
Added top 15 closest buying and selling rates to the market research menus.
Added dialogue to shop workers to tell them to stop and start purchasing raw materials form the market instead of only being asked when telling the worker to stop production.
Fixed the "Show something useful" dialogue with the worker.
Version 1.5.3
Market research now shows top 15 settlements for best place to buy inputs and sell outputs.
Fixed bugged market research results.
Stop purchasing option now visible even without stopping production. Production just won't occur if you run out of raw materials in your warehouse.
Fixed save bug that broke market research on load. Might require you to unsubscribe from Market research first to reset the system.
Version 1.5.2
Market research now shows the top 5 when reviews the best rates for inputs and outputs. The distances will help you identify where it is best to import your raw materials and where to export your product. For now the player will have to do it until I add caravans you can hire to do it.
Version 1.5.1
Now only one of the workshop workers you talk to will be the owner of whiskers, (yes his story will eventually continue, maybe battles, intrigue, romance, the sky is the limit)
Now after purchasing a workshop from the workers through dialogue, the mod dialogues will work correctly without having to load back into the mission.
Fixed raw goods being purchased while not producing not being added to the warehouse inventory.
Started implementation of market research features. Currently you can identify where your workshops' inputs and outputs are best bought and sold at, respectively. This is a subscription service that is per town and the charge is added to each workshop you own in that town. Cost will be reflected in their daily wages expense on the clan income menu.
Version 1.3.0
Compiled for 1.6.2
Version 1.2.1
Fixed crashes, removed using reflection for now public methods.
Version 1.2.0
Compiled for 1.6.1
Version 1.1.0
1.5.9 stable + mcm 4.2.0+
Version 1.0.7
Added a confirm purchase dialog when buying workshops.
Version 1.0.6
Workshops owned by other heroes will now show up in the menu even if your clan can't purchase another workshop. Instead the option will be disabled.
Version 1.0.5
You can now purchase workshops in the town menu. Manage workshops is now a sub menu of the workshops menu.
Added more dialogue to workers.
Version 1.0.4
Workshop worker dialogue bug fix.
Version 1.0.3
Added dialog for workshop workers.
Added ability to stop and start raw material purchase while production is shut down.
Version 1.0.2
Another bug fix... was referencing the wrong item roster for the warehouse in the last update. Now production will occur if the trader or your warehouse has enough raw materials.
Version 1.0.1
Fixed a bug so now the town will also check the player's warehouse for raw materials when checking if the town has sufficient inputs for production. Warehouse inventory was being used for production but before a production was only ran if the town had the raw materials for trade. Now it checks warehouse and the trader for raw materials. Forgot to patch the method that handles that.
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report theft whenever you see it, i would appreciate it :)
Disclaimer: Since we have thieves in our midst updating recently, if you need to upload this somewhere or want source code, just ask me like a normal human being. Even thieves can be forgiven if they want it.
v1.8.6 Automatic Exporting
v1.8.4 Never worry about workshop profits again... Sell your goods where they are in demand and profits from the trader get paid into workshop capital. So you will start seeing great income from your workshops. No longer will you be ripped off by the local trader.
If you like to play as a trader/business tycoon, then this mod is for you. This mod will allow you to manage your workshops' production and sales:
-You will be able to supply your workshops with raw materials and they will use these materials before purchasing them in the market.
-You will have the option to halt production entirely when market prices for raw materials are high and start it again when the town has ample supply. Or if you want to manually supply finished goods to your warehouse from caravans you robbed xD
-You can also start and stop selling as well. If market rates are low you can always stop selling and you can take your finished goods where they are in high demand yourself. ;D