Weekly Update #11
This weeks update:
Most of the week was taken up looking into the farm issue, there was a lot of graphical usage but not by anything that could be visually seen, each plot on the farm was visuallizing every crop in the background, this has now been changed so that it only visualized what is being used, if no crop is planted there is no background usage. This greatly increases the performance of the farms, in the future this could be greatly improved again if some issues are figured out.
The improvment to the farm also came with a critical error that appeared when crops died to the cold, this has now been fixed.
Well has been added, water will be needed for general survival, pasture animals and for the brewery.
Ale and wine will also quench peoples thirst.

Added a new system that changes peoples homes daily to place them as close to their jobs as possible.
Added thirsty icon and changed herbs to medicine in the top bar.
Improved the looks of some background icons.
Improved workers, gatherers and pasture workers.
Improved what pasture each animal goes too.
Refixed load not destroying enemies if 0 enemies was set.
Fixed kills not tracking.
Remove some possible infinate loops.
Fixed dead animals looping and causing performance issues.
Fixed crops not fully visually dying from the cold.
Fixed building menu not allowing movement with the keyboard.
Fixed chickens not going to the pasture.
Increased healer production.
Changed animal old age death time, more random.
Changed how close to the river you can build.
Changed what temp it can snow at.
Next week:
Finishing off the new eating system.
Changing how trees are spawned and handled should have performance improvments, fix how trees look far away on loaded games and stop little issues that occur with foresters and workers.
Finish off the new visual system for buildings.
Fix more issues with jobs.
The ability to set centigrade or fahrenheit.
The ability to send pasture animals from one to another.
Most of the week was taken up looking into the farm issue, there was a lot of graphical usage but not by anything that could be visually seen, each plot on the farm was visuallizing every crop in the background, this has now been changed so that it only visualized what is being used, if no crop is planted there is no background usage. This greatly increases the performance of the farms, in the future this could be greatly improved again if some issues are figured out.
The improvment to the farm also came with a critical error that appeared when crops died to the cold, this has now been fixed.
Well has been added, water will be needed for general survival, pasture animals and for the brewery.
Ale and wine will also quench peoples thirst.

Added a new system that changes peoples homes daily to place them as close to their jobs as possible.
Added thirsty icon and changed herbs to medicine in the top bar.
Improved the looks of some background icons.
Improved workers, gatherers and pasture workers.
Improved what pasture each animal goes too.
Refixed load not destroying enemies if 0 enemies was set.
Fixed kills not tracking.
Remove some possible infinate loops.
Fixed dead animals looping and causing performance issues.
Fixed crops not fully visually dying from the cold.
Fixed building menu not allowing movement with the keyboard.
Fixed chickens not going to the pasture.
Increased healer production.
Changed animal old age death time, more random.
Changed how close to the river you can build.
Changed what temp it can snow at.
Next week:
Finishing off the new eating system.
Changing how trees are spawned and handled should have performance improvments, fix how trees look far away on loaded games and stop little issues that occur with foresters and workers.
Finish off the new visual system for buildings.
Fix more issues with jobs.
The ability to set centigrade or fahrenheit.
The ability to send pasture animals from one to another.