SpacePig wrote:jock wrote:Honestly, domesticated animals just need a rework but some changes that make it better are :
- Remove breeding/dying when starving - gives people more control of population boom and return potential.
- Remove breeding quality - we have food in the belly already soft capping we don't need 2
- Increase the quality gain for chickens and rabbits - just double it.
- Remove water from hutches/coops
- Reduce food consumption of animals by like 50%
- Reduce the breeding rate of animals but increase the quality/% gains. needing 100+ animals to see any real gains is not engaging its work.
yeah, increase the speed of growth of the quality of animals, so that cheese and clay in large kingdoms would accelerate in the first month. When the rest did not even time the animals. The plan is excellent.
MachineLegend wrote:I'm thinking through some of the consequences further and there may be an argument against the suggestion in terms of unregulated, undying pigs/cows w/e wandering the landscape after a claim de powers. If implemented, should be a fairly simple check for if livestock is under an active claim prior to reducing well-fedness/HP w/e
animary wrote:We have granaries and cisterns, so why not a silo? This would require a good bit of stone to build, but if you have many animals you're probably equipped for such construction, and would hold 50-100 troughs' worth of fodder. Any trough within radius of the silo would be automatically filled, on a daily basis, as long as the silo had enough fodder in it. Now your animals will not starve if you cannot log in for a few days (you'll just have to hustle and restock the silo when you get back).
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