Livestock shouldn't Die

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Livestock shouldn't Die

Postby MachineLegend » Thu Mar 06, 2025 2:52 pm

I feel like this will be controversial but in my opinion, livestock shouldn't require food to survive. Maybe make it require some access to grass tiles or something, but livestock should live indefinitely without dieing unless you slaughter them. Feeding livestock simply activates their actual usefulness, so they couldn't breed or produce it's goods (is milk, wool, whatever) without having access to a trough.

Let me take breaks from this game longer than 2 days. I understand part of the fun of haven is the simulationism, but I would honestly have more fun with the game and put more meaningful time/thought into my Hermitage if I wasn't logging in as often as I could to feed my guys.
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Re: Livestock shouldn't Die

Postby SnuggleSnail » Thu Mar 06, 2025 2:57 pm

+1
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Re: Livestock shouldn't Die

Postby DDDsDD999 » Thu Mar 06, 2025 3:01 pm

Based based based
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Re: Livestock shouldn't Die

Postby jock » Thu Mar 06, 2025 4:54 pm

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.
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Re: Livestock shouldn't Die

Postby TheUltimateC » Sat Mar 08, 2025 12:23 am

can get behind this, rework or whatever, or just this from my other thread can help
viewtopic.php?f=48&t=79156
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Re: Livestock shouldn't Die

Postby MachineLegend » Sat Mar 08, 2025 4:26 am

I would assume the only two arguments against this suggestion would fall either under a simulationist perspective or a performance perspective. Idk what it would look like under the hood for animals to be more persistent in terms of memory or whatever but I'd assume itd be somewhat trivial to just unload the entities
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Re: Livestock shouldn't Die

Postby azrid » Sat Mar 08, 2025 9:04 am

Great idea!
I would be interested to hear counterarguments as I find it hard to think of any real ones.
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Re: Livestock shouldn't Die

Postby springyb » Sat Mar 08, 2025 9:32 am

You'd probably also need to rework the wellfedness meter.

Livestock starving is 100% of the time the reason I end up quitting a world instead of just taking a break, anything that helps that not be the case is a good thing.
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Re: Livestock shouldn't Die

Postby gravesmerch » Sat Mar 08, 2025 2:55 pm

this is why I dream of a lightweight 2D top-down browser client for daily chores

something like Razicus WebHaven could help reduce haven separation anxiety
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Re: Livestock shouldn't Die

Postby SpacePig » Sat Mar 08, 2025 3:37 pm

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.
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