Too many animals lead to overgrazing ... #6359
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#6359
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
... 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.
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 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.
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.
discussion of a regrow mechanic is here: your-land/administration#134
discussion of more aggressive culling of non-owned mobs is here: #6070