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You untick one thing and tick another. That is the extent of player interaction (tedium) required, the rest is handled by your pawns. You just leave the pens in your freezer and storage room, forever, and tick what you want in there at any given time. It definitely takes more time and pawn work, it's definitely a downgrade in efficiency, but it sort of makes more sense and integrates into the game better. It's certainly going to take time to get used to though.
Have you seen an animal break a fence? I haven't seen anything attack/break any of my fences yet. Animals also take days to wander off the map usually, I think they have to get near the edge and then once there they have a check if they are going to leave once every couple days. I started with a horse in my game and I ignored them for like a week before getting around to building a pen.
While there are plenty of opportunities and reasons to caravan to missions, pack animals are rarely needed. I usually have none in my colonies, if I need to move a lot of something I use pods. Having pack animals and big caravans is more of a niche thing, and might be something you should be planning around from the start. Maybe it does make a lot of sense to have your caravan animals permanently penned in a location right near your main stockpile if you use them often. The more things you have to factor into base design the better, usually.
Yes a single maddened buck smashed my slate fence on it's way to me.
I almost fell out of my chair "pack animals are rarely needed" 0.0 yeah so I guess you have never mined a compacted lump of components or jade or gold or steel or plasteel or..... I could go on -_-
Not usually no, deep drilling is easier especially for common resources like steel. Using a LRMS to target a specific material like plasteel I do sometimes mid-game, a couple cargo pods or a squad of 4-6 handles that. This quickly becomes pointless because quest rewards start dropping thousands of plasteel/gold/uranium on you each.
Yet despite caravans becoming "pointless" as you say, the devs still make it a primary part of the game. Unless you only play turtle then I guess it wouldn't matter. There are still a whole bunch of mechanics designed for it though not least of which are long range resource piles. Most of those couldn't be carried home without pack animals. For the devs to make a system they have worked on more clunky and frustrating just to say they have animal pens is pointless.
Yeah, and now they will wander off the map within a day or two unless you rush some handlers out there. I liked the elegance of zoning animals, pens might be more "realistic" but its also more frustrating and limiting then zoning. It means that now all my pack animals are disposable and feel more like crops then animals.
Where did I say that? You said they were a central part of the game, I merely said they were optional, and something that if you plan to use you'd want to design around.
(This quickly becomes pointless because quest rewards start) your words. That's the whole point though, with these changes now one HAS to design things a very specific way to use pack animals, less possibilities. I also find the "dump in pen and auto cull" system makes me care about the animals less, they seem more like crops, raiders don't target them, they reproduce faster and are always running away. There are just way to many negatives with pens and maybe only one or two positives. They make nothing simpler, they take away options, they make everything involving pen animals more difficult. Maybe they give one the sense of being able to have a pen?? I think making Caravaning more frustrating will only make people use them less, and there are a lot of interesting mechanics involving caravaning. They even made animals "ride-able" now so your movement speed on the map isn't hindered by slow pawn. Honestly I think they just wanted animal pens and tried a very clumsy implementation for it.
They could have done that simply by making the fences solid (like the fences in Medieval Times) and adding the Roaming trait to herd animals. That way, the fences would be solid, and if a herd animal with Roaming wasn't in a solid enclosure, it'd wander off. Make it so that Roaming would only kick in when an animal wasn't part of a loading caravan so that they'd still be able to be moved to where they could be loaded easily, and BAM. Easy way to implement a pen-like system.
I was very obviously talking about me using the long range mineral scanner post mid-game.
Even simply making your animals scatter but NOT vanish off the map would be a lot more acceptable to me. wild animals stay on your map, but once you tame them they wander to the edge and vanish, yeah that makes sense. Realistically it's a QOL thing. Or another option would be to implement pens for non pack animals, cows sheep, chickens ect ect, that way you could have pens without messing up caravans. I'm still hunting for a mod that lets me change what animals follow pen rules vs zone rules.
First off it's not confined to the dlc, it changes the core game. Secondly I purchased the core game for what it was, I think this comes with a certain expectation of sameness, or consistency, balancing like nerfing turrets ect are normal especially if introducing additional content, but this is a rather large change to some very core mechanics.
So now I must have a donkey pen near my stockpile zone, and this must be near fertile land so the donkeys don't starve or I have to grow hay-grass to feed my donkeys that now must be penned near my stockpile zone permanently, all this does is channel me into a very specific base design, removing flexibility or diverse design in favour of a specific one. It also makes settling a new map an absolute nightmare, one pawn must go in harvest resources build pen or all your "trained" donkeys will wander off the map. Nah, I'm not buying it.