DescriptionMuffalos breed when animal numbers are getting low.
I felt it would be more natural than random new herds.
Female muffalos will mate with the male ones and get pregnant as soon as animal numbers get lower than limit.
Release notes1.0.2.42560
- Newborns are babies for a day
- Now accounts for max herd size
- Timing and movement adjusted
1.0.1.32708
- Now accounts for EcosystemFull value
- Females finds closest male and both move together
- Females might not have enough lust
1.0.0.0StateStableish.
On hold until A4.
Future
- Animal Husbandry like some of @Vas' ideas.
- Might just make every animal type able to breed, but it's a start.
- Needs better support for thing/pawnkind inheritance in the core to be feasible
- Might even make colonists breed. :)
PS. Sorry, can't post much more on the forum. My current status is "Muffalo", and that's too appropriate to mess it up.
- Oh snap! I'm a drifter... :(
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I will be downloading this tomorrow
Yea, I'll assign myself as the male, and assign 5 female colonists to my breeding rooms. Perfect way to re-populate the planet!
PLEASE turn DOWN the breeding frequency or even put it into the xml.
I just started a test game with ONLY muffalo breeding and core, and at the start of the game there was two small herds of about 6, and at the end of day 2 of the 300 size map MUFFALO had started to swarm!!!!(http://[img][img])[/img][/img]
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Maybe it's because I used it with the Alpha Muffalo mod but man but day 2 of a fresh colony I had like 100+ muffalo's on my map. I love the idea of this mod and continue the work! But it needs some tweaking! :P
Amazing work - I think this might be the first mod that does actual new AI coding! Great job figuring it out despite the total lack of documentation.
Quick notes -
-You probably want to use the yield keyword for MakeNewToils.
-If the job report is constant, you can set it in the JobDef ("Giving birth")
-The proper way to use TryGiveTerminalJob(Pawn pawn) is to return the job that the pawn can begin. No need to make them start it (unless there is a bug on my end).
with this it is possible to make a muffalo farm :>
Now i can make a Muffalo farm. nice mod M8
I can only imagine what happens on one of these worlds during a psychic wave...
just imagine a world with over 5000 muffalo in a psychic wave that directs ALL of the muffalo at you.
my guess would be a slideshow of a frame an hour for about a game day and the only defence that would have ANY chance of success would be to wall up, BUT you would STILL have the slideshow effect.
Quote from: harpo99999 on April 27, 2014, 11:26:35 PM
just imagine a world with over 5000 muffalo in a psychic wave that directs ALL of the muffalo at you.
my guess would be a slideshow of a frame an hour for about a game day and the only defence that would have ANY chance of success would be to wall up, BUT you would STILL have the slideshow effect.
HELL NAW!
Awesome idea, so sad when all the Muffalo are gone :(
Oh give me a home where the Muffalo roam,
where the squirrel and the Boomrats play.
Gah Muffalo Plague...
They have eaten all the grass, our crops and have started eating each other!
We cant cull them fast enough!
Oh no one just ate Jerry!
What's that sound?
Oh Gods... Stampeed!
... kssssssssst
- Last transmission from 'Jamestown'
Quote from: Tyrkir on April 28, 2014, 12:32:50 AM
Gah Muffalo Plague...
They have eaten all the grass, our crops and have started eating each other!
We cant cull them fast enough!
Oh no one just ate Jerry!
What's that sound?
Oh Gods... Stampeed!
... kssssssssst
- Last transmission from 'Jamestown'
Wheres the like button? I NEED A LIKE BUTTON!
Thanks for all the feedback guys, and thanks for the pointers Ty. :)
I might have uploaded the debug build that ignores the EcosystemFull value, will make another build tonight.
@Ty: I can probably start birth using TryGiveTerminalJob, but I presumed I had to StopAll and Start on TargetA when forcing it to start the breeding job too?
It wasn't too difficult to figure out (2-3 hours) using Resharper's disassembly, but it would be a lot easier with a debug build. (hint, hint :) )
I can't debug using VS either, there's apparently no managed code running in the process?
And all the JobDrivers have HideDebugger or what's it's name, so they couldn't be disassembled propery.
Would you consider combining this with the Alpha Muffalo plug?
Make the Alphas them males, the standards the females... bulls and cows baby! Bulls and cows!
@Psyckosama: The alpha muffalo plugin defines a race that is separate from the muffalos. I don't think cross-breeding fits my plans for now. :)
(Squiffalo?)
Not sure whether inheritance is possible with the defs. If so, spawning based on "muffalo" base def would pick form the inheritors (regular, alpha). That would make it possible if the configs are changed slightly.
Must need Like button ;)
Quote from: iame6162013 on April 28, 2014, 11:00:34 AM
Must need Like button ;)
The forums is really incomplete.
Okay...this mod is little bit buggy :o
(http://s7.directupload.net/images/140428/r98uoyf2.jpg)
Quote from: bleedo on April 28, 2014, 10:12:31 AM
@Psyckosama: The alpha muffalo plugin defines a race that is separate from the muffalos. I don't think cross-breeding fits my plans for now. :)
(Squiffalo?)
Not sure whether inheritance is possible with the defs. If so, spawning based on "muffalo" base def would pick form the inheritors (regular, alpha). That would make it possible if the configs are changed slightly.
Would be interesting if it was possible. Even better if you could make it so there were "Calves".
Combining a maturation time with a longer pregnancy time would do a lot to override the "Super sized herds" problem.
Quote from: Dark-Noir on April 28, 2014, 11:20:04 AM
Okay...this mod is little bit buggy :o
But that's how i like em tons of em :P
Yes, yes, I'm aware of the overcrowding. I upped a debug assembly instead of release. Update coming tonight. :)
make a totally random event with a super rare chance apon birth it spawns a evil mutant (buffed) muffalo that rages and goes killing spree
I think it'd be better to have a breeding area, rather than letting the population decide. You can build a small fenced/walled in area that must have sky above it and some sort of plants growing inside for food source, then you can use a door/gate to keep the animals in. Define the area with a zone marked breeding zone, this zone would work like home or no roof zones, not a growing or stock pile zone. Otherwise it'd disable your ability to grow plants manually inside in case they eat it all. Then again I suppose you can haul food in every so often but anyway.
I'd like the breeding zones because then you can send a guy out to herd some muffalo into the pin then lock it up and keep the population in check that way, maybe even automate a small bit of the hunting for food.
If you use zones like stockpile and growing zone, you can set it to muffalo and set the amount of muffalo before they are allowed to breed. If less than 5 are in the zone, breed till there are 10. For example. Maybe even make it so like horses, they each have their own stable to go into and you can separate the males from the females till breeding is necessary.
Nice ideas, @vas.
All of that's gonna be a helluva workload for a working dad, though. :)
I might get the spirit again.
Not sure how much further I'm gonna take it, but it was fun this far.
Stablish release now, so I'll let it rest for a while.
I'll have another look if @Ty does something fancy to the core for the next builds.
Thanks for the feedback so far, guys.
(And shout of if there's any more bugs..)
saying this without knowing anything about the code.
wouldent the pen idea be simple as adding a capture function to muffalos
and making a "room" with a "bed"
the room just being a sealed square and the bed being a new object like some hay
the muffalo then get dragged there - you having to put down enough "beds" and then just move the muffalos with appropriate genders and then just hope. ?
Quote from: Killaim on April 29, 2014, 12:41:56 AM
wouldent the pen idea be simple as adding a capture function to muffalos
and making a "room" with a "bed"
the room just being a sealed square and the bed being a new object like some hay
the muffalo then get dragged there - you having to put down enough "beds" and then just move the muffalos with appropriate genders and then just hope. ?
I love this idea and hope it gets some attention.
also great work on the mod so far and the fast updates, I can't wait to see what you have for us next.
Quote from: Killaim on April 29, 2014, 12:41:56 AM
wouldent the pen idea be simple as adding a capture function to muffalos
As simple as, yes, but neither are really really simple. :)
Mirabilis futurum!
Thanks again for the feedback guys!
Is there any way to change muffalo limit?
Quote from: WolfgangPolska on May 02, 2014, 06:15:54 AM
Is there any way to change muffalo limit?
increase the max value in the pawnkinddef file
By the way, I don't think colonists should be able to breed. Kinda ruins the point of population limit of story tellers and such.
Unless you can make it rare, and make the female parent lose the ability to do work for 14 game days while the child stays with her (Maybe even disable the male from working for 2 game days), you need a child sized bed too for the child and only children can use. Then for 30 game days, the child will be in teen state, using same child bed though. In teen state, he can do only certain kinds of work such as hauling and cleaning, cooking, growing, then when adult he gets his traits, childhood/adulthoods, and such. Though you need custom childhood/adulthood for this and always set the colonist age to 15. I guess you could use settler as the childhood and adulthood states though.
Day 5096 our colony youngest member has grown to age of 14 and can now work.
Go for realism :D
Quote from: Vas on May 02, 2014, 06:35:45 PM
...
Though you need custom childhood/adulthood for this and always set the colonist age to 15. I guess you could use settler as the childhood and adulthood states though.
Will that child-turned-adult can then breed with other colonists? That'd be squicky pretty quick. Also, permanent age 15 would probably mean that by the time the next-next generation gets to adulthood, both would be 15. And can breed with each other as well.
I think, with this thought, I'm leaning towards not having any colonist breeding at all. Rimworld time is counted in days instead of months or seasons like, say, Banished.
If at all, I think I'd make colonist breeding a command. This is by no means cut in stone. It's a pet idea. Not even sure I'll manage to take this plugin much further at all. I'm letting it rest until A4 and then I _might_ do something with the animal husbandry idea.
But it's nice to know what you guys think of the colonist breeding idea. :)
Need to make this work for colonists, make it take 250 - 290 days of a pregnant (incap.) colonist and add child colonists that are happy to eat raw food/ generally happier/more fearful, stay fairly useless (can clean/harvest only) for 10 years (3650 days), then manual dumb/cooking until fifteen. Children don't get attacked/targeted by raiders, or maybe do, and get stolen by raiders as an event? eg. "Raiders have landed and are attempting to steal your resources/prisoners/children immediately." Happy childhood bonuses, happy/proud parent bonuses, extra unhappiness/fear durations, always arrestable children.
Quote from: Necronomocoins on May 06, 2014, 04:17:45 AM
...for 10 years (3650 days)...
That's a lot of days... I haven't even managed to go past 300 days. As I said before...
Quote from: StorymasterQ on May 04, 2014, 09:13:33 PM
...
Rimworld time is counted in days instead of months or seasons like, say, Banished.
Quote from: StorymasterQ on May 06, 2014, 09:43:12 PM
Quote from: Necronomocoins on May 06, 2014, 04:17:45 AM
...for 10 years (3650 days)...
That's a lot of days... I haven't even managed to go past 300 days. As I said before...
Quote from: StorymasterQ on May 04, 2014, 09:13:33 PM
...
Rimworld time is counted in days instead of months or seasons like, say, Banished.
Didn't want it to be easy to just "make" colonists, that would make the slave trade a bit redundant and the slave trade is the main reason I like to hoard silver. No, I want it to be slow and painful, a bit of realism.
Quote from: Necronomocoins on May 07, 2014, 01:58:25 AM
Quote from: StorymasterQ on May 06, 2014, 09:43:12 PM
Quote from: Necronomocoins on May 06, 2014, 04:17:45 AM
...for 10 years (3650 days)...
That's a lot of days... I haven't even managed to go past 300 days. As I said before...
Quote from: StorymasterQ on May 04, 2014, 09:13:33 PM
...
Rimworld time is counted in days instead of months or seasons like, say, Banished.
Didn't want it to be easy to just "make" colonists, that would make the slave trade a bit redundant and the slave trade is the main reason I like to hoard silver. No, I want it to be slow and painful, a bit of realism.
Oh, so you wanted some children to sell to slavers, then? I guess that's...a good reason to breed...
QuoteOh, so you wanted some children to sell to slavers, then? I guess that's...a good reason to breed...
Or as an alternative food source.
... I know. I know, that's horrible. I'll just.. go hide somewhere else in shame.
OK, after listening to you guys, I've decided NOT to make colonists breed. Ever!
Christ...
Crazies..
Friggin...
*mumble*
You're no fun! The cheap food sources, The Easy cash for selling them into slavery, The zerg rush of sending hundreds of children armed with nothing but their fists at the raiders, THINK OF THE POSSIBILITIES! ;)
Quote from: StorymasterQ on May 07, 2014, 02:08:48 AM
Quote from: Necronomocoins on May 07, 2014, 01:58:25 AM
Quote from: StorymasterQ on May 06, 2014, 09:43:12 PM
Quote from: Necronomocoins on May 06, 2014, 04:17:45 AM
...for 10 years (3650 days)...
That's a lot of days... I haven't even managed to go past 300 days. As I said before...
Quote from: StorymasterQ on May 04, 2014, 09:13:33 PM
...
Rimworld time is counted in days instead of months or seasons like, say, Banished.
Didn't want it to be easy to just "make" colonists, that would make the slave trade a bit redundant and the slave trade is the main reason I like to hoard silver. No, I want it to be slow and painful, a bit of realism.
Oh, so you wanted some children to sell to slavers, then? I guess that's...a good reason to breed...
Was just thinking it could be a way to supplement your supply of slaves when slave traders start to visit less, but now that you mention it, what a great idea, arrest and sell excess colonists. "I had a colony of over 100 colonists, now it's just me, but I'm RICH! Mwahahahaaa!"
Pawn.WooHoo(Pawn mate);
Quote from: sparda666 on May 09, 2014, 11:17:31 AM
Pawn.WooHoo(Pawn mate);
w00t? Static WooHoo call? GangWooHoo?
this mod is really good. thank you :)
@bleedo: Mind if I use some of your code for my Rimrats mod?
Go Ahead @argain, after all it's Tynan's code in the end anyway. :)
Is this mod compatible with the newest version?
@cundc: I don't really know. Been a while since I played RimWorld.
No promises, but I might get back to it again soon.
:o Im just surprised they havnt added this mechanic into the game already......COULD THIS LEAD TO FARMS? that would be awesome.....
Quote from: CundC on August 06, 2014, 05:13:18 AM
Is this mod compatible with the newest version?
Very sadly, no. I tried to edit some stuff to make it compatible but due to the lack of intelligence in modding I couldnt get it working. I got the ThingDefs ready but now I need to try and get the JobDefs right.