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About this mod

A mod for towns that changes ui menu's and adds in a ton of new stuff and many changes to how things operate, making a more user friendly , expanded version of Towns (One of if not the the oldest and biggest mods for Towns)

Permissions and credits
Towns++ v14e2 (for Towns v14e)
NOT a MODLOADER mod. DO NOT INSTALL in .towns/mods!
May or may not be compatable with Vanilla Towns saves or prevous versions of Towns++
Be sure to backup your old saves before running Towns++

Known problems awaiting patches to Towns (already spoken to Xavi about them)
1. If you trying to fill in a hole with them and there's something in it, it'll go through the motions of placing the terrain block costing you those resources but the block you're trying to place just disappears.
2. If you try to place it on water again it goes through the motions of doing everything but again won't place the terrain, it disappears. This is because you can't place things on water
3. The Campaign menu(New Game): At the moment its not displaying the campaign names its a bug in towns v14d It still works and everything is still clickable and runable
4. Auto Production level of Animals: needs countable stock of animals (which at the time of implimentation of this part of the mod was/is on the drwawing board. So I pre-empted the changes to the farming system)

Changes since Towns++_v14e
BlueSteel's Contributions
-> Fixed some blocks that weren't walls into walls (IE: can no longer walk through. EG: Claystonebrick blocks)
-> Changed Requirements for Smelter -> uses masonsbench not Anvil , requires 1 Wood , 2 Stone
-> Changed Requirements for Anvil -> uses Smelter not Masonsbench, same resources required
-> Added Stone hammer to utilities production menu (Yes its still in Weapons too)
-> Fixed Orientation and Rotation of Statues (well sort of needs more rotations for some, waiting on graphics)
-> Removed antiquated Del_ actions for some items (now handled in game using remove
-> Retitled Beds and some statues To make it easier to distinguish
-> Added some furnature and decorations into Buildings->Tavern section of right hand menu
(Hint:Hero's are attracted by certian things, they won't come unless you have the items they want in their rooms)
-> Added Hammer and Tongs to Buildings->Forge section of right hand menu
-> Added bone knife to Buildings->Carperntry section of right hand menu
-> Added some (not all) furnishings to Buildings->Personal space section of right hand menu
(for some different things look under furnature and decorations in right hand menu)
-> Added/Fixed missing half blocks view mode for some blocks that were showing full blocks
-> Fixed Statues rotations
(Still need more graphics for some, so graphics for North/South are the same as East/west for some, some have full rotation)
-> Renamed beds so that they know which beds are needed for Hero's
-> Updated readme and ToDoList

Stable Download:
-> https://bitbucket.org/BlueSteelAU/towns/downloads/Towns++_v14e2.zip
-> http://www.nexusmods.com/towns/mods/3/?
-> http://townsmods.net/projects/view/101 (web site is down at the moment)

To Install Stable Download:
1. Backup your Towns Folder/Directory. This is usually C:\Program Files (x86)\Steam\SteamApps\common\towns
   if you installed the game through Steam. (I'm not responsible for any losses or damages)
2. extract the contents of the Towns++_xxxx.zip into your main Towns Folder/Directory.
3. Launch Towns as normal!
4. As always feel free to leave comments, bug reports, suggestions.

Dev/Master Version Download:
NOTE: the unstable Download is always in a state of flux you take your changes with the absolute latest under development version of the Towns++

-> https://bitbucket.org/BlueSteelAU/towns/downloads

To Install Dev/Master Version:
1. Backup your Towns Folder/Directory. This is usually C:\Program Files (x86)\Steam\SteamApps\common\towns
   if you installed the game through Steam. (I'm not responsible for any losses or damages)
   When you've downloaded the file it'll be named something like BlueSteelAU-towns-xxxxxxxxxxx.zip
2. When you unzip it it'll place it in a directory like BlueSteelAU-towns-xxxxxxxxx
   Copy that directory's contents  (not the parent BlueSteelAU-towns-xxxxxxxxx directory) into your main Towns Folder/Directory.
3. Launch Towns as normal!
4. As always feel free to leave comments, bug reports, suggestions.

Towns++ Media
My Live streaming is at http://www.twitch.tv/bluesteelaus
My YouTube play list for Towns++ : http://www.youtube.com/playlist?list=PL388A502D490AE834

Neen's Towns lets play , using this mod: http://www.youtube.com/watch?v=ZjWw0eiQpZc

Another Twitch streamer that has Streamed Towns++ mod games is
p00bles http://www.twitch.tv/p00bles

More videos and live streams will be done as time permits

When ever you have questions or have suggestions or find bugs ,
please raise an issue on https://github.com/BlueSteelAUS/Towns-plus-plus/issues?state=open
so that we can have all the support related stuff in one area that can be looked at quickly
and where we can keep better track of errors and fixes

its also good for checking to see if anyone else is having same problems or making the same suggestion.
if they are please add a comment to the existing issue report.
This lets us know how popular the suggestion is, or how big of an issue the bug is and whether its repeatable


Welcome to the longest running and I believe still one of the best and largest mod for Towns.

This mod changes the layout of the right menu panel and the main (bottom)menu panel,
zones are now treated as the floors in the buildings.

Adds a lot more Stairs, Furniture, Walls, Decorations, Workshops, Food, Items, Walls,
 Monsters, maps, flowers, statues, flags ... the list goes on and on.
(Basically adds a ton of stuff to the game)

I see you might be a little confused. What I've done is taken workshops and added
each as a building in the buildings menu, placing the appropriate zone in that
building along with its utilities into a sub menu for that type of workshop (room or building).
This provides quick and easy access to what your trying to build and furnish all in the one menu.

Zones menu is still accessable by hitting the right hand red button on the bottom menu thus scrollong to it

A new button has been added to the main menu its the Destruction button.
You can now quickly and easily remove or Un-Till selected item types or land
when you no longer need it. Items are removed not destroyed, they can be re-used in other places or sold

The Dining Room has been removed. Now your villagers will join your heroes and eat in the Tavern.
This will make your taverns much busier, as they should be.

The production menu has also been tweaked and added to so that you can make things
without placing them, this is handy for quickly replacing doors etc.
it will also allow for a latter addition to my mod where you'll also be able
to SELL them to markets as they are interested in buying (Still being worked on).

Farms have been converted from buildings to items, like the carpentry bench.
Currently you can control production from the left hand menu,
however the game does not count living creatures at the moment.
If you set any production with the right arrow maximum above 1 they will automatically produce more animals,
It continue doing so until you turn it back to 0. resources permitting
Using the left Arrow should produce a set amount then stop producing

In order to construct the new farms you need a male and a female of the animal you want
to farm (or two of animals with only one gender) and some wood. In order to produce
an animal, you need the food type that they eat.
After producing an animal there is be a cool down period

Note: also while going through the data files I noticed that there is a hero that
kills bulls and boars (this is in the standard game, I haven't edited them at all)
so you have been warned.

Added beer and wine making (in the Tavern, naturally.)

Tavern Rooms can now be build seperate to tavern, so you can place them up/down stairs

Changed from one generic mine type to a mine for each raw material, including ores
that you couldn't mine before. The mines now only need one square of ore.
The new mines have lights on them which identify if the mine is ready to harvest or not.
If a mineshaft isn't used in a certain period of time it collapses to rubble due to lack of
use and maintenance (this is the pay off for being able to mine everything and only using
one square). If you have a large area of rubble you can clear it using the command
located in the Terraform area in the menu. You also now need a sample of the resource your
going to mine to build the mineshaft, eg: a gold mineshaft requires one gold to build a mine
for gold. This can be costly if you aren't mining all the time (Which is done via the production
menu) so keep in mind not to use ALL your mined resources or you may not be able to build
another mine when your last one collapses due to lack of use.
You have been warned...

Changed the Font to use Metamorphous size 18 for easier reading (license included in main directory)

Added in Terraforming (on the right menu.)
Terraforming and terrain blocks require 4 of the resouce gathered from that terrain type to convert/build it.
(as of Towns v14d you can now add terrain blocks which i've remaned from terrraforming to add terrain , to distinguish from my terraforming which changes the existing terrain thats there)

Nearly all item placement (right menu) is now set to QUEUEANDPLACEAREA/CREATEANDPLACEAREA
this makes the game more accessible to disabled people like myself,
who can't easily hold down keys and move the mouse at the same time.

Split the priorities so that they are now more logical and diverse

You can now resurrect dead Citizens that have been burried using shrines (via the right production menu)

Tasks and their Priorities have been re-organised for better control of your citizens

Crops once tilled and some have been planted , will (slowly) spread over the tilled area
Crops will cycle if not harvested in time, eg: wheat will go back to seed if not harvested in time

The right menu is for building and placing.

The left menu is for building and storing.
NOTE: Not all items can be pre-built eg: things that activate straight away like campfires)
The bottom menu is the action menu.

This is a big mod (Fluctuating in size every release as the developers add more
stuff into the game similar to that i've added and removed when they've implimented
the same or similar changes to keep gameplay balanced and as true where possible
to the vanilla for easier implimentation of others mods using modloader,
Note: your experience of using a mod nod sesigned on Towns++ mod will vary dramatically or even fail)

There are a total of 21+ files edited and extended, also several new files.
There are so many changes in them (with both the layout/ordering) that at the moment I don't think that
there is a modloader out there that can handle everything that I can do for the same effect
this means that this modpack is basically a standalone modpack.

I'm always on the lookout for others Ideas to add into my modpack
(credit is and will be given to others works Iinclude with their permission of course.
So, if you'd like me to try to combine others mods into my modpack contact the authors
of that mod and get them to contact me expressing their interest / permission.
Note: the mods may have to be tweaked so that they work and play well with what's already in Towns++.

You can also Write your Own Mods to modify Towns++, Just make sure that people
know that they'll need Towns++ installed to use your Modloader compatable mod.
I'm Not Responsable If they don't work or break, It'll be up to those Modwriters to keep them up to date with any changes made to Towns++

Permissions to include their work received from:
Jontis_00 (upon request per mod) so yes only certain mods of his
(and a few others really early on who's mods are now no long in or have been edited way beyond
what was originally their mod. these mods were way back in the early days, some of which
(including some of my own work) have even made their way into the main game of Towns in one form or another

Just because I have permission doesn't mean that I have any of their work in my mod

Meet the team
Some members on the Towns forum have asked me if they can help me and that I have
accepted these people them as part of the team they are
Welcome them aboard.

If you wish to help in the mod please feel free to approach me about becoming a member of the team.
Just because you approach me doesn't necesseraly mean that you will become part of the team.

People who have contributed in the past and no longer on the Team
-> LittleMikey

Public Domain art by:
yd http://opengameart.org/users/yd (merchant tents)

I am the lead coder and Owner / Distributor of this mod, so my decisions on
what to include and how is final. Sometimes I'll use others mods in my pack,
these inclusions mean that I have Tweaked them to work with my mod and to try
to keep balance in the game so that it is still difficult enough to enjoy.
Its not a meant as Cheating mechanism or a dedicate creative mod where you
get stuff for nothing.

IF you want to use part of my mod as a separate mod for distribution please ask and give Credit
Feel free to link to this tread and my mod's links (d/loads,YouTube,Streaming)
But do not place this mod anywhere else for Distribution

Still on my to do list
(see the text file Towns++ToDo.txt included in the archive)

change logs