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Author Topic: Livestock/ranching  (Read 2117 times)

AncientEnemy

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Livestock/ranching
« on: March 10, 2009, 12:10:04 am »

I checked the eternal suggestions/ search and couldn't find anything that looked very similar to this suggestion, so if it's been posted before sorry:

Make a new kind of workshop, perhaps called a 'ranch', where animals could be be 'stored' but still allowed to breed. I've always wanted to have a big meat industry, but keeping enough animals on chains that there is sufficient breeding going on is both currently extremely untidy and a big drain on FPS.

- Ranch workshop that can hold up to X animals.
- Animals inside do not pathfind, would perhaps function like an expanded cage
- Animals inside -do- breed, newborn calves/whatever would begin stored within
- Option in workshop menu to view the animals inside, including their gender, and mark a selected animal for butchering (without having to release it first)

- Possible drawbacks to keep it from being too simplistic:
 *Stabled animals require feeding (whereas wandering animals currently 'graze' or however you like to abstract the fact that they don't need food), perhaps an automatic job like looming/tanning and use the animal care labor
 *Require an occasional cleaning job to prevent miasma
 *Large workshop, perhaps kennel sized or larger
 *Only 1 type or similar types of animals stored together ([carnivore]/[benign] must be separate or something to that effect)

suicidal_dorf

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Re: Livestock/ranching
« Reply #1 on: March 10, 2009, 05:42:24 am »

Or maybe we just continue to make loads of restraints and attach animals to them?
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Silverionmox

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Re: Livestock/ranching
« Reply #2 on: March 10, 2009, 08:55:15 am »

No to factory farming!

Instead, let's just use a zone. Animals inside a pasture (outside) or stable (inside) zone don't pathfind, but just move randomly (for the time being, if there's spare FPs, herds would be nice).

Alternatively, apply the Room system defined Workshops idea, call that particular workshop a stable. Designate a room. Any restraint in the room can be used by a dwarf with the animal caretaker skill to chain animals (later on, the dwarves should place the restraints themselves as needed). Animals in a stable shouldn't pathfind, but at most move randomly.

Breeding should be controlled by general standing orders (eg. always keep at least two breeding pairs of animal x, y and z; breed any animal until stables are 3/4 full; breed 2 excess cows for butchering each year; etc.) That would be an excellent task for the appropriate guild (house fer, if I'm not mistaken?).
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Granite26

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Re: Livestock/ranching
« Reply #3 on: March 10, 2009, 10:49:43 am »

Instead, let's just use a zone. Animals inside a pasture (outside) or stable (inside) zone don't pathfind, but just move randomly (for the time being, if there's spare FPs, herds would be nice).

Or don't try to path outside the zone...

This version of the idea has been discussed before though..

Hectonkhyres

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Re: Livestock/ranching
« Reply #4 on: March 10, 2009, 12:07:43 pm »

I would prefer animal specific zones.
Sheep should not be kept in the same place as my twenty wardogs. They just shouldn't.
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irmo

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Re: Livestock/ranching
« Reply #5 on: March 10, 2009, 04:11:31 pm »

No to factory farming!

Instead, let's just use a zone. Animals inside a pasture (outside) or stable (inside) zone don't pathfind, but just move randomly (for the time being, if there's spare FPs, herds would be nice).

You should at least need to build a fence to keep them contained.
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Granite26

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Re: Livestock/ranching
« Reply #6 on: March 10, 2009, 04:23:24 pm »

No to factory farming!

Instead, let's just use a zone. Animals inside a pasture (outside) or stable (inside) zone don't pathfind, but just move randomly (for the time being, if there's spare FPs, herds would be nice).

You should at least need to build a fence to keep them contained.


I was thinking about this... It might fit to have animals with a certain temperment occasionally try to escape.  Sheep would normally stay in their area, but if you didn't fence them in, they'd wander off.  Not as batshit crazy as trying to keep them in a room with them trying to get out all the time, but they'd wander off if they weren't contained.  (Plus 1 animal every 20 turns is better than 100 animals every turn)

Maggarg - Eater of chicke

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Re: Livestock/ranching
« Reply #7 on: March 10, 2009, 04:32:57 pm »

No to factory farming!


We're dwarves, when did we last care about the welfare of other creatures?
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Granite26

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Re: Livestock/ranching
« Reply #8 on: March 10, 2009, 05:05:42 pm »

Of course we care... If we didn't, we'd be more efficient about our torture ;)

Silverionmox

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Re: Livestock/ranching
« Reply #9 on: March 10, 2009, 05:26:48 pm »

No to factory farming!
We're dwarves, when did we last care about the welfare of other creatures?
I'm mainly concerned with the 1400-style. You can still drown them in magma, you know.
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praguepride

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Re: Livestock/ranching
« Reply #10 on: March 10, 2009, 05:45:27 pm »

I thought up a similar idea. I like the OP where it's a workshop stamp that you just put down and throw animals to get them off the processor and off the screen, but still allow them to breed.

Give the workshop 10 "slots" like a bin, and if it reaches capacity the animals stop breeding. Simple and efficient.

If you don't want them breeding, you throw them in a cage. If you want them to spot thieves and fight, put 'em on a chain. If they're just there for food, throw 'em in the "barn."

I was also thinking that this might be able to restrain pets. It's a real shame if your newborn kitten decides to adobt Urist McMelee, as a kitten in a goblin raid is usually just stepped on.

Add to this that nobles w/ pets might demand barns for their pets in a similar fashion as they demand tombs, dining rooms etc. etc.
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irmo

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Re: Livestock/ranching
« Reply #11 on: March 10, 2009, 06:07:35 pm »

I thought up a similar idea. I like the OP where it's a workshop stamp that you just put down and throw animals to get them off the processor and off the screen, but still allow them to breed.

Give the workshop 10 "slots" like a bin, and if it reaches capacity the animals stop breeding. Simple and efficient.

Too simple and efficient. If you want them to stop breeding, either cage/chain the sexes separately, or castrate them.

Quote
I was also thinking that this might be able to restrain pets. It's a real shame if your newborn kitten decides to adobt Urist McMelee, as a kitten in a goblin raid is usually just stepped on.

OMG an unexpected event! Kill it with fire!

The ability to warehouse pets so that they aren't exposed to any risks would be utterly lame. I'm sure the gameplay forum could come up with at least three examples of kittens in goblin raids disemboweling goblins out of sheer fury. Let's not close off the possibility of cool surprises like that.
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praguepride

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Re: Livestock/ranching
« Reply #12 on: March 10, 2009, 06:11:20 pm »

F*** everything else, I'm just sick and tired of migrants coming with 18 bazillion pets that I can't throw away, making my dual core processor literally s*** itself and then I have to clean up the mess.

Last migration I had 2 dozen migrants (fine) but they brought almost 2 dozen more pets!

I'd like a place to throw pets attached to people without having to just kill them. It's realistic enough to have a place to store your pets, what's the big deal?  I'm tired of the FPS storm because half those pets were knocked up and I swear they exploded the minute they hit the screen. My FPS dropped from ~90 to ~15 until I got all those spawn killed and butchered.


And no one says you HAVE to do it. Nobles will demand a room but that doesn't mean the pet has to live there. If you want your kittens storming into battle, fine. I just don't want to spare processor cycles to determine which way useless waste of space (they call him "Spot") wants to wander before dying horribly in my pet dispenser
« Last Edit: March 10, 2009, 06:12:58 pm by praguepride »
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Martin

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Re: Livestock/ranching
« Reply #13 on: March 10, 2009, 08:17:23 pm »

Well, to start, the path through door bug should be fixed. That alone will help a lot.

Beyond that, I'd like to see zones - maybe more like the zone designation than the building one. You'd specify what kind of animal(s) should be assigned to the zone, but the animals would path normally. If they leave the zone, a job would be created to lead the animal back into the zone. Without a fence and gate, this gets old fast, but it gives the player the option. The zone could have an 'include pets' flag.

For extra fun, it'd be nice to be able to train herd dogs. They'd get the job rather than a dwarf and would lead the stray animal back into the zone.

By designating a species, rather than individual animals, offspring are automatically handled.

Granite26

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Re: Livestock/ranching
« Reply #14 on: March 11, 2009, 09:00:04 am »

prague:  Have you thought about removing all the pets from the raws?

You are right, kittens and other non-combat pets shouldn't follow their masters into battle (rather, we should have other options than that) but it feels like 'taking them off the screen' hurts the level of simulation.
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