Too many animals lead to overgrazing ... #6359

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opened 2024-02-26 20:06:17 +00:00 by Boot · 5 comments
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... and thus to desertification. There should probably be a balance between grass and flower growth on the one hand and use by the animals on the other. But at the moment I unfortunately have to see that where I am as a player (in Rubodyke) there is a total overuse. More and more formerly overgrown dirt_with_gras remains as dirt after setting the spawnit command. Of course, I could help with fertilizer now, but I would prefer a long-term balance.

... and thus to desertification. There should probably be a balance between grass and flower growth on the one hand and use by the animals on the other. But at the moment I unfortunately have to see that where I am as a player (in Rubodyke) there is a total overuse. More and more formerly overgrown dirt_with_gras remains as dirt after setting the spawnit command. Of course, I could help with fertilizer now, but I would prefer a long-term balance.
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screenshot_20240226_210729.jpg

![screenshot_20240226_210729.jpg](/attachments/b085ad80-6645-4a45-8a92-4f6eedc659b3)
flux was assigned by Boot 2024-02-26 20:18:28 +00:00
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the amount of animals spawning right now is far from what is intended... hopefully change is soon. On test server I am not getting the huge accumulations that happen next to large protected areas all over main - just thousands of animals are built up - we'll have to come up with a way to clear that out somehow maybe.

the amount of animals spawning right now is far from what is intended... hopefully change is soon. On test server I am not getting the huge accumulations that happen next to large protected areas all over main - just thousands of animals are built up - we'll have to come up with a way to clear that out somehow maybe.
AliasAlreadyTaken added the
1. kind/bug
1. kind/balancing
labels 2024-02-26 21:34:29 +00:00
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the amount of animals spawning is too high, but a change to that is ready to go.

what's more important is that we need to limit the number of non-owned animals that can be stored in one area. the fix for that is also already in the works. this should be closed as a dupe, but i'm about to sleep and don't want to look up the other related issues.

the amount of animals spawning is too high, but a change to that is ready to go. what's more important is that we need to limit the number of non-owned animals that can be stored in one area. the fix for that is also already in the works. this should be closed as a dupe, but i'm about to sleep and don't want to look up the other related issues.
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So I wasn't so much concerned with the number of animals themselves, but with the inherently irreparable damage they cause. After I had completely slaughtered the animal world, the plant world was able to recover a bit. So for me, it's about a state of equilibrium. Whether this is achieved by simply fewer animals or by more predators or by NPC hunters, is not so important to me.

So I wasn't so much concerned with the number of animals themselves, but with the inherently irreparable damage they cause. After I had completely slaughtered the animal world, the plant world was able to recover a bit. So for me, it's about a state of equilibrium. Whether this is achieved by simply fewer animals or by more predators or by NPC hunters, is not so important to me.
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discussion of a regrow mechanic is here: your-land/administration#134

discussion of more aggressive culling of non-owned mobs is here: #6070

discussion of a regrow mechanic is here: https://gitea.your-land.de/your-land/administration/issues/134 discussion of more aggressive culling of non-owned mobs is here: #6070
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Reference: your-land/bugtracker#6359
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