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Blaiyze 2024 年 12 月 26 日 上午 10:02
Increase Wild Animal Spawn
As title suggests. I'm playing on the Whit-Land map, haven't yet checked on others so maybe it's just this map?

Anyways. After one season, all the wild animals are pretty much just gone. They don't come back fast enough to make a hunter play style viable. I do play on 4 day seasons and only pass 1 year per season, which probably impacts this.

So I'd suggest either giving us an option to increase animal spawn rates, or tie spawn rates to the timing settings we choose when starting a game, increasing them for those of us that like to play on longer time frames. I've seen in other comments that this seems to be an issue in general so I'd think this should be something looked at. I love that we have the option and appreciate that the dev has focused the balance for the base game, but you've given us the option so it should scale accordingly :)

I'd love to see the necessity for firewood supplies in our houses throughout the winter as well, that would just satisfy a little itch. Supplying the gathering spots is nice, but I'd love the need to keep houses warm lest sickness/ill health spread. But, I'm also a hardcore type player and love my peoples to suffer lol - perhaps another setting when starting game, like with the basic needs requirement?

*EDIT*
Oh, something I just thought of. It would be lovely to be able to rotate buildings you own/have built. I don't know if this is even a possibility.

Love the game as always, glad to see it's still actively under development.
最后由 Blaiyze 编辑于; 2024 年 12 月 26 日 上午 10:05
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Atorcoppe  [开发者] 2024 年 12 月 26 日 上午 11:26 
Interesting. Animal spawns are tied to day length. So if for instance if you kill the last animal on the map a new one will spawn after a “day”. The less animals there are on the map, the more chance there is for a new one to spawn on the death of another.

The last update addressed this and changed the spawn rates to be much higher.

Have you found that animals respawn after a “day”?

Sadly rotating buildings after they’re built is a pain in the butt because of how they get baked once placed (their meshes get combined with other buildings). So the plot needs to be rotated before it’s built. Sorry.

Cheers!
最后由 Atorcoppe 编辑于; 2024 年 12 月 26 日 上午 11:29
Blaiyze 2024 年 12 月 26 日 下午 1:42 
引用自 Atorcoppe
Interesting. Animal spawns are tied to day length. So if for instance if you kill the last animal on the map a new one will spawn after a “day”. The less animals there are on the map, the more chance there is for a new one to spawn on the death of another.

The last update addressed this and changed the spawn rates to be much higher.

Have you found that animals respawn after a “day”?

Sadly rotating buildings after they’re built is a pain in the butt because of how they get baked once placed (their meshes get combined with other buildings). So the plot needs to be rotated before it’s built. Sorry.

Cheers!

In regards to building rotation, aw shucks I figured it would be something like that lol, oh well.

From what I've noticed on my map alone, there's only 1 new animal appearing each 'day' but they're pretty rapidly hunted down. I don't know if you've programmed animal breeding or if it's just a background spawn variable at play, but I feel like it definitely could use more tweaking. They're not given the chance to fully spawn and 'stay' for a full day before someone comes hunting. Perhaps an animal breeding mechanism in the background? Sort of have an animal breeding explosion in Spring to sort of mimic IRL breeding habits, and then have a background variable 'watch' the amount of breedable pairs on the map and perhaps force a spawn when necessary just to keep the populations stable.

I don't know how in depth or robust your animal system is, so it's possible that what I said above isn't going to work. Whether it just be a spawn variable or a more robust animal breeding system, on my end in my game there's just not enough.
The animals are very plentiful at the start of a new game, but within two days have been hunted to near extinction, and then anything that spawns after that point, it's like all the hunters are just frothing at the mouth for another animal to hunt that any new spawns are being picked off right away.

*EDIT*
I'm playing normal day speed, just with 4 day seasons and 1 year passing.

*EDIT 2*
I just loaded my save up after having the game shut down, and bam animals everywhere. Maybe this will help you root it out?

Appreciate your quick response :)
Cheers
最后由 Blaiyze 编辑于; 2024 年 12 月 26 日 下午 1:51
Reedtanguerra 2024 年 12 月 26 日 下午 6:07 
I'm on Defenascir with long day>8 day season>2 years per 4 seasons settings. I started as the woodcutter and supplemented with hunting. I saw spawns replenish daily during a several hour play session, which appears to be working as intended. Providing the gameplay observation in case it rules out anything for Blaiyze's issue

Admittedly, I just started and my 1st town has a current pop of 23 citizens. My character has little competition for the spawns.
最后由 Reedtanguerra 编辑于; 2024 年 12 月 26 日 下午 6:10
Blaiyze 2024 年 12 月 26 日 下午 7:26 
引用自 Reedtanguerra
I'm on Defenascir with long day>8 day season>2 years per 4 seasons settings. I started as the woodcutter and supplemented with hunting. I saw spawns replenish daily during a several hour play session, which appears to be working as intended. Providing the gameplay observation in case it rules out anything for Blaiyze's issue

Admittedly, I just started and my 1st town has a current pop of 23 citizens. My character has little competition for the spawns.

From what I've noticed on my map, any NPC with a bow immediately goes until MUST HUNT THEM ALL mode the instant an animal spawns on the map.

When I shut the game down and re-start, the animals all spawn in full, and I can zoom around the map to watch several NPC's hunting. Within one or two in-game days, everything is dead.

So maybe it's just an issue with the Whit-Land map, I don't know, but in my game, every NPC with a bow seems to just want to hunt whenever there's a live animal on the map which seems to choke the spawn rate.
Atorcoppe  [开发者] 2024 年 12 月 26 日 下午 9:30 
The ai are definitely working as intended. When they have a bow and spare time one of their actions is to hunt.

I’ve further adjusted the spawn rate of animals to consider more factors.
ScientistMan96 1 月 3 日 上午 12:08 
I feel like this also has to do with map population as well.
Like, on the Defenascir map, you've got a single village with fairly small population (At least to start with). As such, having a single animal spawn in the region each day is perfectly fine.

However on the larger maps, with several major town centers and additional villages as well, that makes for a LOT more potential hunters wandering around and killing off the wildlife. If you've got a single animal that spawns each day, with 4-5 towns worth of hunters doing the hunting, they're going to kill off the map's wildlife MUCH faster than it'll ever regenerate.

Might help if rather than locking it to only a single animal per day, instead have a ramping spawn rate. Each map has a set desired amount of wildlife, based on the potential population of the map's buildable land. The farther from this desired number the wildlife population is, the more will spawn in the next day, which would also mimic IRL behaviors (Though in a very rough way, of course)

If the region already has a lot of existing wildlife, not many other animals will want to compete for the space, so only the few that are forced out of their old homes will move into the region. But if the area is devoid of competition, then it'll be a great place for an entire heard of deer to migrate to all at once.

Granted, with a high enough human population on the map, that entire herd will likely be hunted down in short order, but that's also just natural progression of the game. The higher the population of the cities, the more they will have to industrialize to keep up with food demands. Hunting and gathering works great for a smaller region, but eventually the towns will have to move to proper farming and ranching to sustain themselves, just as they did IRL.
That, or find something else to specialize in like mining, which they can use to trade for their food externally.
Reedtanguerra 1 月 3 日 下午 12:27 
I've found the NPC behavior definitely changes as they rank. The Geburas (the poor lowest class) are the subsistence level guys who hunt. If you employ them, they will happily spend their wages on food/whatever in the market and not hunt. Then they don't hunt anymore at high ranks. Basically, a more prosperous town won't hunt as much? Maybe we could add a game logic that increases or decreases spawns based on the number of Geburas (poor people) around
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