Your Feature Request / Idea
Hunting Fixes and Adjustments
Hey there (Im gonna be doing a fair amount of these tonight, don't hate me! I just want to help the game grow and improve!)
So, these are some observations I've made during my last two playthroughs since the 1.4 Update and some suggestions on what could be done, we could discuss how to handle them if someone has better ideas.
First of all, i feel like the dino hunting is a bit too.. incessant. Don't get me wrong, It's still MILES better than just not being able to put mixed exhibits together for fear of struthiomimus genocide, but it needs some tweaking still. What I've noticed is that the Carnivores will often hunt when hitting about 70-75% hunger or so. Perhaps we could lower this down to maybe 50%, as microing all the dead animals when you have more than one or two mixed exhibits honestly becomes an immense chore. This can be partially mitigated currently by adding in one or two live feeders for the carnivore AI to have more chance to target the myriad of goats running about, but then you have a bunch of annoying goats running about and it sort of defeats the purpose of a mixed exhibit.
The second issue I've noticed is actually quite serious and i cant help but think It's some sort of bug. Very often after making a kill, a carnivore will completely ignore it, even if it is bellow the threshold it would decide to feed at. It almost seems like the hunting behavior is triggered by the hunger meter, but when the kill is made, there is an error or oversight in the AI and it does not feed fro mthe body, then proceeds to ignore it and later kills again. One way to fix this is to somehow force the carnivore to feed from the kill it just made in the code, until it's hunger is full, unless it's already at like... 95% or something, in the case of aggression fights with defensive animals like trikes etc.
Another useful tool to remedy these issues and elevate this behavior would be to have a sort of "food" value to each corpse, depending on the animal's weight, as designated in it's stats. Let's say a carnivore can make a kill and feed from it, but you can choose to leave the corpse there and if it gets hungry again soon after, it will prioritize the existing corpse, until it depletes or is otherwise removed. It may also choose to feed from this corpse more frequently, for this to be more useful. This can present some issues with corpses creating risk of disease, but since disease happens anyway even without this, you can either reduce or eliminate that side of corpses to enrich behavior and reduce tedium, or i guess just consider it an extra bit of difficulty to manage in mixed exhibits.
Hunting Fixes and Adjustments
Hey there (Im gonna be doing a fair amount of these tonight, don't hate me! I just want to help the game grow and improve!)
So, these are some observations I've made during my last two playthroughs since the 1.4 Update and some suggestions on what could be done, we could discuss how to handle them if someone has better ideas.
First of all, i feel like the dino hunting is a bit too.. incessant. Don't get me wrong, It's still MILES better than just not being able to put mixed exhibits together for fear of struthiomimus genocide, but it needs some tweaking still. What I've noticed is that the Carnivores will often hunt when hitting about 70-75% hunger or so. Perhaps we could lower this down to maybe 50%, as microing all the dead animals when you have more than one or two mixed exhibits honestly becomes an immense chore. This can be partially mitigated currently by adding in one or two live feeders for the carnivore AI to have more chance to target the myriad of goats running about, but then you have a bunch of annoying goats running about and it sort of defeats the purpose of a mixed exhibit.
The second issue I've noticed is actually quite serious and i cant help but think It's some sort of bug. Very often after making a kill, a carnivore will completely ignore it, even if it is bellow the threshold it would decide to feed at. It almost seems like the hunting behavior is triggered by the hunger meter, but when the kill is made, there is an error or oversight in the AI and it does not feed fro mthe body, then proceeds to ignore it and later kills again. One way to fix this is to somehow force the carnivore to feed from the kill it just made in the code, until it's hunger is full, unless it's already at like... 95% or something, in the case of aggression fights with defensive animals like trikes etc.
Another useful tool to remedy these issues and elevate this behavior would be to have a sort of "food" value to each corpse, depending on the animal's weight, as designated in it's stats. Let's say a carnivore can make a kill and feed from it, but you can choose to leave the corpse there and if it gets hungry again soon after, it will prioritize the existing corpse, until it depletes or is otherwise removed. It may also choose to feed from this corpse more frequently, for this to be more useful. This can present some issues with corpses creating risk of disease, but since disease happens anyway even without this, you can either reduce or eliminate that side of corpses to enrich behavior and reduce tedium, or i guess just consider it an extra bit of difficulty to manage in mixed exhibits.
Last edited: