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Author Topic: Pet Overpopulation Check System.  (Read 1932 times)

KilgoreTrout

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Pet Overpopulation Check System.
« on: May 07, 2009, 06:19:37 pm »

Just have an option to set the amount of strays of each type of animal to a fixed number. So if you only want 3 cats maximum, and a 4th one pops out, it will automatically set up a queue at the Butcher's to slaughter it.
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Warlord255

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Re: Pet Overpopulation Check System.
« Reply #1 on: May 07, 2009, 07:48:27 pm »

Automation isn't always a good thing. I'm not sovereign here, but I'd like to politely put forth a veto on this one.

After all, catsplosions should be a threat.
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Jadael

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Re: Pet Overpopulation Check System.
« Reply #2 on: May 07, 2009, 08:53:57 pm »

Catsplosions are an obvious bug and this would be useful anyway for general use of livestock as a food source.
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Derakon

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Re: Pet Overpopulation Check System.
« Reply #3 on: May 07, 2009, 09:01:55 pm »

Catsplosions are mostly a problem because of the FPS hit they cause. Otherwise they're only a menace to aesthetics. If cats didn't slow things down, players wouldn't have nearly so much of a problem with crazy cat dwarfs.

Some kind of automation of livestock keeping makes sense for general-purpose animal husbandry. Using it to keep pet breeding in check is just a simple extension of that.
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irmo

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Re: Pet Overpopulation Check System.
« Reply #4 on: May 07, 2009, 10:04:08 pm »

Catsplosions exist because animals don't have to eat. If they had to be fed, they'd probably reach some kind of steady state.

Which would likely still be enough to murder your framerate, so we need (1) a fix for animal behavior so that they don't try to pathfind when they're not going anywhere, and (2) some form of population management. As usual, I recommend neutering.


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Derakon

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Re: Pet Overpopulation Check System.
« Reply #5 on: May 07, 2009, 11:30:55 pm »

Catsplosions exist because cats auto-adopt, and adopted animals cannot be butchered.

If cats had to eat, catsplosions would be worse, not better, because all those auto-adopted cats would be eating you out of house and home.
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Aquillion

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Re: Pet Overpopulation Check System.
« Reply #6 on: May 08, 2009, 12:03:18 am »

After all, catsplosions should be a threat.
No they shouldn't be.  There are simple and easy steps that can prevent them in the real world.

But, more importantly, the reason people hate them has nothing to do with any in-game mechanic -- it's because they kill your FPS and make the game unfun or impossible to play.  That should absolutely be prevented.
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Neonivek

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Re: Pet Overpopulation Check System.
« Reply #7 on: May 08, 2009, 03:14:12 am »

My favorite solution is that you should be able to set a population cap on types of animals... if animals go above that cap then they slaughter a few.

Though the issue with Cats is that they force people to love them which prevents that from being a true solution.
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RavingManiac

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Re: Pet Overpopulation Check System.
« Reply #8 on: May 08, 2009, 04:04:17 am »

Can we just make it such that pets with the [VERMINHUNTER] tag don't autoadopt?
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Pilsu

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Re: Pet Overpopulation Check System.
« Reply #9 on: May 08, 2009, 04:54:41 am »

How does the autobutchering take into account animals dying of old age?
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Neonivek

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Re: Pet Overpopulation Check System.
« Reply #10 on: May 08, 2009, 05:14:52 am »

How does the autobutchering take into account animals dying of old age?

Simply by virtue that you will likely never EVER have animals age to death while playing

Though I guess it could butcher the oldest first.
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Nicpon

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Re: Pet Overpopulation Check System.
« Reply #11 on: May 08, 2009, 05:37:53 am »

Food would be nice solution, if cats would feed only on vermin and rotten food. (and breed only when they have food surplus == well fed)

btw:
Are you all really suffering so much from catsplosion?

Single cheap cage near food deposit, for all newborn kittiens works very well for me.
(both dwarves and cats hang out there, so kittiens never adopt anybody)
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Derakon

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Re: Pet Overpopulation Check System.
« Reply #12 on: May 08, 2009, 11:24:29 am »

The catsplosion issue is mostly for new players, who don't know that it can be an issue until after it's too late. Yes, you can keep a reign on it, but you either have to cage all your females or maintain constant vigilance.
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Exponent

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Re: Pet Overpopulation Check System.
« Reply #13 on: May 08, 2009, 12:05:22 pm »

I propose we apply this suggestion to the dwarf population cap as well.  Instead of simply no longer getting immigrants, all excess immigrants should be immediately marked for butchering.
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Tormy

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Re: Pet Overpopulation Check System.
« Reply #14 on: May 08, 2009, 02:38:10 pm »

Automation isn't always a good thing.

True, but this suggestion is still good imo. The game keeps growing, we will have to micromanage many other stuff in the future.
Not to mention, that you wouldn't be forced to use this pop check system at all, considering that [almost] everything is/will be controllable via editing the RAWs.
« Last Edit: May 08, 2009, 02:39:52 pm by Tormy »
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