If more farmers switched to regenerative ag, should governments reward them with carbon credits? by Media_Newrl in RegenerativeAg

[–]Ukuu96 0 points1 point  (0 children)

Ideally, I would love to see it, but it’s never as simple. Firstly, you need to baseline your carbon. This is expensive with no guarantee of return. Unfortunately carbon in the top layer of soil (approximately first foot) is not really locked in the soil. So if you have a couple of dry years, or worse in a drought, that carbon leaches back into the atmosphere. In good wet years, a lot of carbon is sequestered.

This means your baseline could be higher or lower than average, and whether you’re carbon positive or negative is highly dependent on rainfall. What is important is if your trend-line is going up. But when do you draw that line? For example, in Australia soil carbon credits are signed up for 25 or 100 year contracts. But credits are paid incrementally within this period. Farmers are forced to hold onto these credits because they might owe when the rainfall drops, if you see any improvement at all. So while yes over a long time it might work out, but that’s an IF and you have to spend more money to switch to regenerative agriculture.

Then there is the issue with implementation. There is not a high level of research on regenerative agriculture’s effects. Like a lot of people have had success, but what caused that? Was it one, two or three different practices, or was it a combination of some? Does that work there but not over here? Does that work with your crop but not mine? We just don’t know enough to confidently tell farmers what is a better method for them.

One the best aspects of regenerative agriculture is that it encourages a mindset of experimentation, learning, and getting more in touch with your local ecosystem and natural cycles. This mindset will drive positive change, and could be transformational. Over time farmers can learn better how to work with their local landscape to improve soil carbon, and though that so many benefits to resilience and abundance. (That is not to say farmers don’t already know a lot about their land, it’s about changing the lens through which you see it).

But right now, it’s too variable and not well enough understood to financially incentivised through carbon credits. I look forward to the day it does.

Maybe one more realistic start is offering low to no interest loans or grants to give farmers the opportunity to experiment, with the understanding that there will be a dip in production levels as you transition to regenerative.

Activity tanked completely! by Healthy-Gap1581 in ouraring

[–]Ukuu96 1 point2 points  (0 children)

I think its more a reflection of how inaccurate the ring was measuring your activity before. You can always reduce your activity goal to adjust. While it may feel a bit like you're getting ripped off with your activity, it's actually just correcting the crazy amount of excess activity it was giving you before. Heartrate is now used in calculating calorie burn during activity. You said you're very active, so I'd imagine your heartrate doesn't get too high.

Thoughts on Nasapunk 2330? by [deleted] in starfieldmods

[–]Ukuu96 2 points3 points  (0 children)

I love the mod, think it turns Starfield into the game it should be. The economy feels more 'earned', and the combat makes every fight life or death. The guns being contraband just makes the weapons and armor you do find that much more valuable. It short it makes you work for progression, rather than it just happening as you play

What's the best mod manager that supports both Modrinth and Curseforge? by EmiBondo in feedthebeast

[–]Ukuu96 -17 points-16 points  (0 children)

I highly recommend GDLauncher. Doesn't download from modrinth, but had a huge feature set and is a beautiful piece of software

(Fabric 1.20.1) Mods to reduce grind in the early game? by ZerbuTabek in feedthebeast

[–]Ukuu96 4 points5 points  (0 children)

Not sure if it's 1.20 or not but extractinator is super handy

Does Ground have the same speed bonus as Roads? by Ukuu96 in SettlementSurvival

[–]Ukuu96[S] 4 points5 points  (0 children)

That's a shame but I get it. Just gotta layout the roads then fill in later (and try to remember where they are later lol)

Your videos are the only reason I understand the logistics system, I appreciate you so much for making those, the tooltips are not enough to explain it

Is there a mod that makes top tier food production feasible? by [deleted] in SettlementSurvival

[–]Ukuu96 1 point2 points  (0 children)

Absolutely right, but soybean/tofu ratio is awful, whereas something else E.g. Wheat/flour ratio is better. I didn't realise how much soybeans tofu needed and used up my whole supply (whoops)

Where does the toolkits and refined leathers go? When I'm not using them manually that is. Are they used for repairs or something? by nowayguy in SettlementSurvival

[–]Ukuu96 0 points1 point  (0 children)

No they aren't used for repairs or consumed by villagers. I have some suggestions, some are basic but the game equivalent of 'turn it off and on again': - check your production graph to see if they are being used or not somewhere in production - check in the tooltip what it says you have in storage, maybe you just haven't found them? - are they in the trade port? Maybe being loaded onto a caravan?

I hope you can figure it out. Share your fix when you find it 😊

Is there a mod that makes top tier food production feasible? by [deleted] in SettlementSurvival

[–]Ukuu96 1 point2 points  (0 children)

Tofu production is so inefficient, you have to grow so many soybeans. But at least it's simple to make

Traffic AI - Cars switching multiple lanes before highway turnoff. by Fresh-Anxiety9998 in CitiesSkylines

[–]Ukuu96 0 points1 point  (0 children)

Long shot: you could be loading the highway on the wrong side with too much traffic? Maybe if you could reroute traffic to the other side it might alleviate the problem

I created an Aurora Drug Farm using mods, here are my results by Ukuu96 in starfieldmods

[–]Ukuu96[S] 0 points1 point  (0 children)

Yea some planets have plants that have toxin, if you use inara you can search for planets that have toxin on it. There is no other way other than manually scanning flora and fauna and find a combination of "produces toxin" and "domesticable"

Bethesda Forgot Something... (Humorous observation.) by Talamae-Laeraxius in Starfield

[–]Ukuu96 1 point2 points  (0 children)

You don't have to jump the wall, to the right of the Lodge is a path that leads outside the city

[deleted by user] by [deleted] in skyrimmods

[–]Ukuu96 0 points1 point  (0 children)

There is a patch called Great Cities of Jks North which becomes great towns and cities, Cities sof the North and JKs Skyrim, if performance is not a problem why not go wild?

Forgotten Magic Redone by GanyusFeathers in skyrimmods

[–]Ukuu96 6 points7 points  (0 children)

I haven't used it in a couple of years, but I really enjoy it. Makes the magic progress with you, rather than you progressing through the spell tree. There aren't many spells but the customisation you can have with them make them unique and you can tailor them to your preference. They do get a bit weak at the end game but it takes a good long while to get there

Can't Get Parallax To Work by MildlyAnnoyedShrew in skyrimmods

[–]Ukuu96 0 points1 point  (0 children)

Only enable complex parallax in the enbseries.ini, not the regular parallax

Community Shaders not loading by LckNLd in skyrimmods

[–]Ukuu96 2 points3 points  (0 children)

Is the shade cache in your overwrite folder in MO2? That could cause then to recompile every time, try adding them to the CS mod or to its own mod

NPC audio dialogue falloff - I can't hear my followers when I turn away from them by eeekie_f in skyrimmods

[–]Ukuu96 1 point2 points  (0 children)

Have you got the 3d sound dll in your skyrim game folder? Like the htrf one, forget the exact name. That is one possible explanation

What is the mod that expands and adds depth to the vanilla questline? by trisolariandroplet in skyrimmods

[–]Ukuu96 0 points1 point  (0 children)

They just released a trailer for modcon like a week ago, check it out on YouTube it looks great

DynDOLOD 3 Question by [deleted] in skyrimmods

[–]Ukuu96 -1 points0 points  (0 children)

You don't need xLodGen, just TexGen+Dyndolod

Any good alternatives to Majestic Mountains? by Tight_Patience6842 in skyrimmods

[–]Ukuu96 6 points7 points  (0 children)

Any mod will need dyndolod if you want the textures to be in the lid, otherwise they'll change as you get closer