Clanfolk

Clanfolk

Fanfox Oct 5, 2024 @ 9:14am
Automatic slaughter of farm animals
add an automatic slaughter system for farm animals?
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Showing 1-11 of 11 comments
Grace1957 Oct 5, 2024 @ 9:46am 
as long as it's optional.
Slartibartfast Oct 5, 2024 @ 12:12pm 
Animals are not lining up to be mechanically seperated for some reason??! Even slaughter houses have corrals and shoots and ladders! Could be a new board game or something
Blorf  [developer] Oct 7, 2024 @ 10:29am 
Hi, I have bumped up the priority for my note about this. It would be a toggle to allow auto slaughter to be set once an animal becomes a senior. Or perhaps also an adult in some cases like for bulls vs cows. The Clanfolk would still have to do the slaughtering, but the player would not have to keep checking their ages all the time, which I think is a positive.

This toggle would default to off, and need to be set on per animal.
Last edited by Blorf; Oct 7, 2024 @ 10:30am
Rane Oct 7, 2024 @ 3:07pm 
Just gonna throw this out there, in case the idea appeals...

The way I wish 'auto slaughter on sheep' worked is: there would be a checkbox, default off, that when checked would say, "the next time a Sunrise happens and the animal's Wool growth is under 1500, mark this animal to be culled." That way, I go through my sheep and say, 'well this one I can get one more wool harvest off of,' and make the decision at that point in time, and then don't have to think about that animal again.

Female cows/goats I would hope for the checkbox to be 'cull once the states of Senior and Not Pregnant are both true at the same time.' Oh, pigs too, I guess, for people that farm pigs.

I also hope for an icon to be visible on the Animal Bar, once I've checked whatever box. Even like just some kind of little asterisk or something in a corner. Maybe a black box in the lower... right? Nothing's happening in that corner, I think.
Grace1957 Oct 7, 2024 @ 3:21pm 
Automatic slaughter would be nice but there are a lot of seniors that are pregnant and you still get wool from the sheep so it will be tricky to set up.
The Former Oct 7, 2024 @ 4:07pm 
Originally posted by Grace1957:
Automatic slaughter would be nice but there are a lot of seniors that are pregnant and you still get wool from the sheep so it will be tricky to set up.

Perhaps a dialog where we tick yes/no by species and sex?
Slartibartfast Oct 8, 2024 @ 11:06pm 
Next, Soylent Green is made of.........!
dunhamgames Oct 9, 2024 @ 4:33am 
auto slaughter is nice, but dealing with pawn management should be number one priority and all these others will fall into place. Games like this always make the same mistake, they assume we can run large maps, with each square on separate timers, pawns, workers, and animals bogging down my cpu and killing my fps. You need to be able to adapt to this if the game is going into a generational direction. What we need are resource sinks that take pawns off the map. A chicken coop is a good example. The building now becomes basically its own stand alone pawn that manages a number of animals for you keeping them off the map and would then need to be managed with resource hauling and drop off, or the animals die leaving the coop useless. Also worker buildings connected to housing buildings keeping working pawns off the map could be another. This game has already a great generational feel that other games lack. Resource sinks and pawn management is key to taking it further. Also i like the idea of taxes. =D
Lord Ubik Oct 10, 2024 @ 1:37am 
Originally posted by Blorf:
Hi, I have bumped up the priority for my note about this. It would be a toggle to allow auto slaughter to be set once an animal becomes a senior. Or perhaps also an adult in some cases like for bulls vs cows. The Clanfolk would still have to do the slaughtering, but the player would not have to keep checking their ages all the time, which I think is a positive.

This toggle would default to off, and need to be set on per animal.


I woould suggest a sistem similar to what you can find in the Rimworld's mod "Colony Manager".

There you can simply specify how many animals of any kind, age and gender you want to keep, and your colonists will automatically slaughter the excess.

The issue with your idea, in my opinion, is that it simply changes WHEN you have to go through every animal to tell your folks to kill them. Instead of doing it at the right time, you simply do it before, but you still would have to go to each single animal.
Finjachan Oct 10, 2024 @ 3:19am 
Originally posted by dunhamgames:
auto slaughter is nice, but dealing with pawn management should be number one priority and all these others will fall into place. Games like this always make the same mistake, they assume we can run large maps, with each square on separate timers, pawns, workers, and animals bogging down my cpu and killing my fps. You need to be able to adapt to this if the game is going into a generational direction. What we need are resource sinks that take pawns off the map. A chicken coop is a good example. The building now becomes basically its own stand alone pawn that manages a number of animals for you keeping them off the map and would then need to be managed with resource hauling and drop off, or the animals die leaving the coop useless. Also worker buildings connected to housing buildings keeping working pawns off the map could be another. This game has already a great generational feel that other games lack. Resource sinks and pawn management is key to taking it further. Also i like the idea of taxes. =D

There is a reason why inofficial official Limits for clanfolk is 40 and animals 80-100.
And blorf already improved that from 20 (40-50).
TechRabbit Oct 10, 2024 @ 6:39am 
Originally posted by Lord Ubik:
Originally posted by Blorf:
Hi, I have bumped up the priority for my note about this. It would be a toggle to allow auto slaughter to be set once an animal becomes a senior. Or perhaps also an adult in some cases like for bulls vs cows. The Clanfolk would still have to do the slaughtering, but the player would not have to keep checking their ages all the time, which I think is a positive.

This toggle would default to off, and need to be set on per animal.


I woould suggest a sistem similar to what you can find in the Rimworld's mod "Colony Manager".

There you can simply specify how many animals of any kind, age and gender you want to keep, and your colonists will automatically slaughter the excess.

The issue with your idea, in my opinion, is that it simply changes WHEN you have to go through every animal to tell your folks to kill them. Instead of doing it at the right time, you simply do it before, but you still would have to go to each single animal.

There ARE people that play that name their animals and that separate their animals into groups. You also need to consider the fact that age is fluid and an adult cow is not just an adult cow but may be a young adult cow or almost elder.
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