Life is feudal forest village mod downloader
Fodder in sheep pasture - adds fodder in vanilla sheep pasture.Ġ6. Fodder in pig pasture - adds fodder in vanilla pig pasture.Ġ5. Fodder in cow pasture - adds fodder in vanilla cow pasture.Ġ4. Fodder in chicken coop - adds fodder in vanilla chicken coops.Ġ3. Fodder in all pastures - adds fodder in all vanilla game pastures including coops as well.Ġ2. Please remember to choose proper options before using this mod.Ġ1. It can be bought at Market or craft at vanilla Bakery from hay, oat and water (*** in order to have larger recipes list you need to add to your core game folder files that will allow it as vanilla bakery has very limited list). When using fodder instead of hay or oat you need to place Cattle & Poultry Breeding MOD before Donkeys Pen MOD.įodder shortens reproduction time for various domesticated animals. Venison Shed - storage for new type of food (venison).ĭesigned as stand-alone mod fully compatible with core game mechanics.
Mod should be placed at the bottom of your Mods List. I didn't hit limits that were driving me nuts until over 900 population (there were also lag issues on top of high winter deaths when building which made me restart that one).This mod introduces to the core game new, various animals - milky and meaty cows, 3 types of chickens, additional boar farm, wild animals such as chickens and sheep (as a bonus), new type of food - delicious and nutritious venison, more complex fodder for your domesticated animals, which makes your breeding more fruitful and venison shed. But finding the balance at different points is part of the fun of the game :-D You can get quite far. Also there comes a point where your need for wood and for hides start to conflict with building space. Or let them do it and accept a certain level of loss (which is not all bad, since it tends to prevent waves of die offs if you've been building in bursts and space out births a bit.) Generally mostly independent settlements is a good idea, it just doesn't solve all of the problems. Which doesn't mean don't try it, but do be careful to have enough to keep folks busy where they are if you want to prevent them from wandering away. The probelm with different settlements is that if you have a building or terraforming in a different one your laborers will still travel the whole length of the island in a lethal attempt to help.
Which sadly means no more branching out into the ocean to avoid dealing with going further inland. Rather than going for 100% efficiency, I'm going to try and make them look good as well lol I plan to build actual settlements with walls and lights and roads and such. That's what I intend to try out in my next game. Why not just make self sufficient settlements in different locations with the trader running between them then? If you start spreading out significantly, even with donkeys to ease distribution issues, you still end up with problems of laborers dying when you have jobs on the other end of your settlement, particularly in winter. If your main population sticks around your start point then it can be come hard to get enough hides in the area, especially on a small island. Once you get over about 150-75 people there start to be balanacing and distance issues that involve hides and other things, although they don't tend to get really bad, IMO, until it's much more than that.
Originally posted by cstoneburner:It's less an issue of growth rate (although VERY fast building can cut down enough trees to reduce the animal population and so on the hides) as amount of deeply forested land available for animals to live.