Too many animals lead to overgrazing ... #6359

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opened 2024-02-26 21:06:17 +01:00 by Boot · 8 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 21:18:28 +01:00
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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
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labels 2024-02-26 22:34:29 +01:00
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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

Although the green grass eventually recovers IF there is one green grass block left and all grazing animals are absent, there is a better solution: Let's make the animals feed on the grass, instead of the dirt_with_grass blocks.

There is already a mob drop retrofitting mechanic, let's take example there.

Additionally we may need to add more grass spreading: balancing issue.

Until then, the simple solution might be "less animals" per place, that's what the player can fix himself.

Although the green grass eventually recovers IF there is one green grass block left and all grazing animals are absent, there is a better solution: Let's make the animals feed on the grass, instead of the dirt_with_grass blocks. There is already a mob drop retrofitting mechanic, let's take example there. Additionally we may need to add more grass spreading: balancing issue. Until then, the simple solution might be "less animals" per place, that's what the player can fix himself.
AliasAlreadyTaken added this to the 1.1.126 milestone 2024-11-06 17:06:47 +01:00
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What does that mean in concrete terms?

What does that mean in concrete terms?

dirt_with_grass propagation: https://github.com/minetest/minetest_game/blob/master/mods/default/functions.lua#L615

poison_ivy propagation: https://gitea.your-land.de/your-land/plantlife_modpack/src/branch/master/poisonivy/init.lua#L78

sheep eating mechanics: https://gitea.your-land.de/your-land/mobs_animal/src/branch/master/sheep.lua#L122

It's not so easy to strike a balance, unless we want to "regrow grass faster if there are more animals nearby"

What does that mean in concrete terms?

Less animals, less overgrazing. Do they spawn too much or are they placed there?

At least the mechanics are somewhat known and we can tweak them. We'll try to make it that the mobs eat the "decoration" only and leave the grass blocks alone. That means the decoration must replenish itself though.

Also: What if no animals are present? That would mean the area soon is overwhelmed with grass.

dirt_with_grass propagation: https://github.com/minetest/minetest_game/blob/master/mods/default/functions.lua#L615 poison_ivy propagation: https://gitea.your-land.de/your-land/plantlife_modpack/src/branch/master/poisonivy/init.lua#L78 sheep eating mechanics: https://gitea.your-land.de/your-land/mobs_animal/src/branch/master/sheep.lua#L122 It's not so easy to strike a balance, unless we want to "regrow grass faster if there are more animals nearby" > What does that mean in concrete terms? Less animals, less overgrazing. Do they spawn too much or are they placed there? At least the mechanics are somewhat known and we can tweak them. We'll try to make it that the mobs eat the "decoration" only and leave the grass blocks alone. That means the decoration must replenish itself though. Also: What if no animals are present? That would mean the area soon is overwhelmed with grass.
AliasAlreadyTaken added this to the Alias@work project 2024-11-12 02:20:00 +01:00
AliasAlreadyTaken removed this from the 1.1.126 milestone 2024-11-13 03:44:30 +01:00
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Reference: your-land/bugtracker#6359
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