Recent Posts

Pages: 1 ... 8 9 [10]
91
Suggestions and Mod Ideas / What to do with the chicken feathers waste!
« Last post by taniu on March 21, 2017, 03:17:25 AM »
@ Bartender - I've been working on so far concerning the Herbiversity.I was thinking what could be done with chicken feathers. I read an article about it, states, a brief quote."feather contains kreatenine, where it is used for the manufacture of bandages, dressings that heal burns, cosmetics, etc.,New product by adding chicken feathers get bandages for burns, ointments combined with different herbs, medicinal oils, or perfume . Maybe paper.
quotation "66% of chicken feathers are added to cellulose"examples; flax + feathers = bandages,feathers + herb =[ ointment],oil medicinal = oil + feathers . Feather contains protein and keratin = Perfume creams +feathers +Fragrant flowers rose jasmine chamomile. Because  annoying are those chicken feathers,in barn.
To this idea add new buildings like a cosmetics factory paper factory or a pharmacy with herbs - [add tea herbal] . The second idea  coke fuel =[feathers +fertilizer or fodder]Hen feathers are also high energy material. Burn feathors to save wood
Other suggestions - What to do with the chicken feathers waste!
92
Village Blogs / Re: Testing Necora´s Canadian mods
« Last post by kid1293 on March 21, 2017, 01:35:05 AM »

Yes, they keep their profession but clear out trees and stones where they want to plant.
Why no make 'camouflaged' traps in form of several different bushes and trees? Should look natural.
You can make them with billboards (flowers in summer and moving) and not dependent on temperature.
Then your trapper can work all year and the forest looks like a forest, not an alien landscape. :)
93
Suggestions and Mod Ideas / Re: Necora's Work in Progress
« Last post by RedKetchup on March 20, 2017, 09:35:31 PM »
you need to work out your maples though ^^ hehe
94
General Discussion / Re: Citizen Aging out of sync?
« Last post by RedKetchup on March 20, 2017, 09:34:01 PM »
Update: Got an answer to this question on reddit. Confirmed, citizen aging is 4x the rate of seasonal change so it is out of sync.

yes it is. the game is based on this.
but i dont see why it is a problem.

the problem comes for not doing enough houses. you need to build houses so the children get married and get kids.
are you playing at 5X 10X ? because usually to have citizens aging from 20 to 91 years old ... take alot of time so you should have thought to make houses.
playing at 10X and forget that an hour is very deadly ^^
95
Suggestions and Mod Ideas / Re: Necora's Work in Progress
« Last post by Necora on March 20, 2017, 08:36:23 PM »
Cheers @RedKetchup all this talk about trees has inspired me to improve the whole pine set natural resources.

@adelegarland when I have done all of the natural resources, they will be in the next pine set update. I am also thinking about putting together a maritimes start condition (or which ever it is to change the natural resources spawned on the map to start with) as an addon mod. I am also trying to decide how to go about decorations, whether they should be in individual sets, or as a separate decoration pack, perhaps with the storage.

The maple... now has a red and green variant. I'm not sure if the foliage is perhaps a bit too much. It could do with some shading perhaps.
96
General Discussion / Re: Citizen Aging out of sync?
« Last post by Polaris on March 20, 2017, 08:34:23 PM »
Update: Got an answer to this question on reddit. Confirmed, citizen aging is 4x the rate of seasonal change so it is out of sync.
97
Suggestions and Mod Ideas / Re: Necora's Work in Progress
« Last post by adelegarland on March 20, 2017, 08:33:47 PM »
OK, I need these new trees!   Where do we get em?  Love them! ;D
98
General Discussion / Citizen Aging out of sync?
« Last post by Polaris on March 20, 2017, 07:08:10 PM »
I keep running into this problem that sounds fairly common - a town dying from old age. It's the 10th time I've lost a prosperous town to old age because the citizens stop having children after the 6th year or so, and if their children don't produce a another generation (or you get some nomads), the town dies in year 15-20. Happy, healthy and prosperous citizens and town, each family with its own house by year 5, so the boardinghouse is empty.

But no kids to continue on. There's rarely an accident, sometimes they all die of old age one by one.

But one of the things I've noticed is a disconnect between the age of the town and the age of its citizens. I've had citizens die of old age at 91, yet they arrived at the location perhaps only 15 or 20 years ago at age 20. How are citizens aging 60 or 70 years in 15 or 20? Is this a bug?
99
Mod Discussions 107 / Re: Workplace V1.4
« Last post by RedKetchup on March 20, 2017, 06:30:55 PM »
Looks awesome @kid1293  !!!
100
Suggestions and Mod Ideas / Re: Necora's Work in Progress
« Last post by RedKetchup on March 20, 2017, 06:30:05 PM »
Pic 1 - New Spruce trees with variants.

Pic 2 - New White Pine trees.

Pic 3 - Both.

@Necora  Your white pines looks very very awesome !
you have nothing to envy my meshes, yours are looking as great or easily looking alot better !!!!
<3
Pages: 1 ... 8 9 [10]