Life is Feudal: Forest Village

Life is Feudal: Forest Village

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Howard Mar 25, 2017 @ 7:23pm
Hides
Cow, pig, and sheep skins need to be utilized in the game. Clothing should not depend on hunting bears.
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Showing 1-15 of 28 comments
s1nced00m Mar 30, 2017 @ 10:08am 
THIS!
I play my second game now and reached over 200 villagers again and its annoying that i need hunters for hides even if i have cows and pigs for meat production.
Because of that i can not expand like i want cause i need big forest borders so my hunters always find wild animals for the hides.. needs change or a mod.
amaruakx Mar 30, 2017 @ 12:01pm 
I would suggest to install the mod "better animals". So that most of the domestic animals give hides.
pbox Apr 6, 2017 @ 2:44pm 
You could also use this mod so you can make clothes from flax.
Lerrasien Apr 6, 2017 @ 3:58pm 
I don't see the issue. My single hunter generates way more hides than I even need. I now have 2 hunters just to cover a larger area of protection and I currently have 158 clothing and almost 1000 unused hides that keep piling up and wasting my storage space... I really hope they don't do what you ask, because I'd have to make barns dedicated to excess hides if they did.
Darc Apr 6, 2017 @ 5:07pm 
Originally posted by Lerrasien192:
I don't see the issue. My single hunter generates way more hides than I even need. I now have 2 hunters just to cover a larger area of protection and I currently have 158 clothing and almost 1000 unused hides that keep piling up and wasting my storage space... I really hope they don't do what you ask, because I'd have to make barns dedicated to excess hides if they did.
i always have way more hides then i need
Lerrasien Apr 6, 2017 @ 6:36pm 
Originally posted by 26thAL.Darc:
Originally posted by Lerrasien192:
I don't see the issue. My single hunter generates way more hides than I even need. I now have 2 hunters just to cover a larger area of protection and I currently have 158 clothing and almost 1000 unused hides that keep piling up and wasting my storage space... I really hope they don't do what you ask, because I'd have to make barns dedicated to excess hides if they did.
i always have way more hides then i need

Exactly. The only things I see that need buffing are meat and fish. Everything else does just fine.
Beardless Bob Apr 6, 2017 @ 9:31pm 
I find hides are in over-supply at the start of the village, but there's not enough when the population gets larger.
A tannery that can change farmed herds into hides would be a welcomed mid/late game addition!
Lerrasien Apr 7, 2017 @ 7:27am 
How large are we talking? I've hit 80 so far and I still have way too many hides with only 2 hunters.
Beardless Bob Apr 7, 2017 @ 9:48am 
pop 64, year 36, 4 hunters' huts (but only 1 hunter per hut).
Struggling to get hides....do you cycle huts? I try to keep the surrounding forrests plentiful.
Do I have a bug??
Lerrasien Apr 7, 2017 @ 10:29am 
Nah I just keep 1 in each hut with 2 huts now so they can protect my different animal housings. Just make sure they have their own zones of control and they get plenty. I think I'm around year 20-25? I can't remember though. I'd have to check. I just build a forester tower next to each one, but I don't think that would change anything per how many animals spawn, etc.
Lerrasien Apr 7, 2017 @ 10:31am 
I build slow though when it comes to expansion. I've had too many problems with starvation due to building too many homes too quickly and having my fat teens and babies eat thousands of food while 80% of the population can't seem to keep up. So I pretty much make sure I'm at 10k+ vegetables at all times now. If it drops below that, I build more things to produce food.
Lerrasien Apr 7, 2017 @ 10:31am 
So that might be why. Maybe I use less hides than most due to the slower growth? Idk.
cstoneburner Apr 7, 2017 @ 1:25pm 
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. 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. 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. 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.
Lerrasien Apr 7, 2017 @ 1:37pm 
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. 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. 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. 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.

Why not just make self sufficient settlements in different locations with the trader running between them then?

That's what I intend to try out in my next game. I plan to build actual settlements with walls and lights and roads and such. Rather than going for 100% efficiency, I'm going to try and make them look good as well lol

Which sadly means no more branching out into the ocean to avoid dealing with going further inland. x_x
Last edited by Lerrasien; Apr 7, 2017 @ 1:38pm
cstoneburner Apr 7, 2017 @ 5:21pm 
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 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. 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. Also there comes a point where your need for wood and for hides start to conflict with building space. But finding the balance at different points is part of the fun of the game :-D You can get quite far. 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).
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Date Posted: Mar 25, 2017 @ 7:23pm
Posts: 28