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Which Biome are you working with? I can tell you for sure that the Pikas are out of control due to a reproduction issue another user helped us figure out and that is being fixed for 1.10. Do you feel like the issue you described is happening in other biomes as well?
This is definitely happening for me in Great Plains. Given the numbers I'm counting from the Jackrabbits in my Desert biome it appears to me that a similar effect is happening there too.
On topic... there are some very prolific creatures (like rabbits and deer mice) that I end up throwing predators at a few weeks before their reproduction, so the amount of juveniles is already slightly reduced, but the group is not rendered entirely infertile before they can breed. Obviously, the larger animals need more time, as a group size of, say, six animals doesn't quite warrant getting five killed before giving birth. Alotuz' suggestion works fine, too, although the tiny snakes don't seem to serve as the frog killer I need.
Also there's a lot more one could throw in for predator/prey balance, but this suggestion was the only one that seemed feasible to me as someone who knows extremely little about coding, as well as one that seemed to lead to a proper balancing. Other things I thought of would include modifiers for age (more experience = better chance to either kill or evade, depending on which side the critter finds itself), or even a bonus for certain more agile species, or something really odd for things like prairie dogs and other burrowing creatures: make hunts more likely to fail the closer the creature is to the center of the territory (assuming there is only one burrow entrance for simplicity). Modified survival chance the closer the breeding time is, or if juveniles are in the group (mothers can be ferocious!)...
While all those things might be rather complex to include, I'm not entirely sure it would be worth adding them for the sake of a predator-prey balance, as it would not really ensure a healthy curve there as far as I can see it. It might, however, help secure a certain prey baseline.
By the way, can you already tell how hunting failure affects the predator? Will the predator try again on the same animal in x days? Will it try to hunt another animal of that species? Will it decide for a random other animal? Will it have to rest for a while after a failed hunt?
I think you might still be in the 1.9.0 beta branch LOL. You have to go back to the normal version for it to update. I know, its wierd.
An idea I played around with is having a survival rating for each animal, but as you said that wouldn't fix the main problem of guaranteeing the curve that we're looking for. Ideally the ecosystem AI acknowledges when there's a surplus of prey animals making it easier for predators to hunt and vice versa. The programming team wil try their best to accomplish this, I will say below how it currently works.
Predators in TE 1.10 have a chance to fail their hunt. This chance is based on the size difference of an animal. A mountain lion hunting a jackrabbit will have a higher chance of success than a bobcats hunting the same jackrabbit. Also a tough animal is harder to be hunted. If a hungry bobcat fails hunt a target, for now, they will instantly try and go for another random target. We've though of incorporating cooldowns on hunting and limit it once per day. My concern is that users might be frustrated at seeing their hungry bobcat, who has failed their hunting for the day, mope around instead of trying again. A thought is to maybe have a UI element that shows that the predator has already attempted to hunt for the day.
What are your thoughts on the matter guys? :)
I like that idea. When you click on a predator, like the bobcat, it could say in its UI "1 day till next hunt" or something like that.