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RimWorld => Ideas => Topic started by: ImNatalie on December 24, 2014, 09:27:38 AM

Title: Animals.
Post by: ImNatalie on December 24, 2014, 09:27:38 AM
Okay, so what if we added a second use for animals? I don't know about you, but I live a peaceful farming colony. I sell my potatoes for silver, and buy every bionic arm I find. I would like to tweak the purposes of animals.

A Colonist's best friend
Add wolves to the game. They will hunt the animals in the biome you live in.
Which then they become pests, they take away a food source if the pack is big enough.
If the pack of wolves is big enough and there is no more meat, the wolves get desperate. The wolves will start attacking the colony. However, you can incapacitate them. Then you can drag them in to a pin and tame them. Eventually, just like prisoners, they will join your colony in the form of a dog.
Then they boost happiness and they work as a defense against attackers. But with bullets come wounds, so maybe doggie armor?

Just another Muffalo Herder Kid
Every time I make a kid that was a Herder, I facedesk. Because I wish I could trap animals and let them breed and slaughter them like we do in real life. Muffalo are like cows, so maybe we can implement milk into the game?? You would have to incapacitate the animal (not squirrels or boomrats.) and then slap a special collar on it, and then it will stay around a designed zone.
Then make a special perk or job in the overview where they take care of the animals. Then you have to move the zone around for them to graze, so the herders actually herd the animals.  MAYBE THE DOGS YOU HAVE CAN HERD THE ANIMALS FOR YOU LIKE IN REAL LIFE! BRILLIANT.
Title: Re: Animals.
Post by: Noobshock on December 24, 2014, 11:01:51 AM
Yeah as the colony grows, the thing that you tend to miss the most is game to hunt. Animal husbandry would be a nice help there.
Title: Re: Animals.
Post by: byondtester on December 24, 2014, 11:58:47 AM
I can already see man's best friend getting shot by its owner repeatedly, the AI never seems to be aware of friendly-fire.

Poor dog will be fully bionic in 2 days tops. Speaking of dog bionics.. POWER JAW!
Title: Re: Animals.
Post by: ImNatalie on January 15, 2015, 10:51:42 PM
Oh my, a bionic dog? Even better  ;D
Title: Re: Animals.
Post by: Johnny Masters on January 15, 2015, 11:19:19 PM
(http://hydra-media.cursecdn.com/madmax.gamepedia.com/2/22/Dog.jpg?version=e2853f2f2f38dbb9604280a6fcaa2f63)


'nuff said


p.s.: there are (or is) mod which already features animal breeding and taming, might be worth checking it out
Title: Re: Animals.
Post by: Kaelent on January 16, 2015, 01:53:54 AM
Quote from: Noobshock on December 24, 2014, 11:01:51 AM
Yeah as the colony grows, the thing that you tend to miss the most is game to hunt. Animal husbandry would be a nice help there.

I guess the field to hydroponics equivalent would be protein vats for meat that doesn't require grazing land and can be done indoors. Though that seems too close to nutrient paste to be unique. Perhaps animal cloning vats that grow an animal in them like plants in a hydroponics basin? I think the biggest problem with Animal Husbandry would be the inability to generate enough meat to make up for the effort. I too had thoughts about domesticating the animals, but 1 muffalo makes about 75 meat and unless they are popping up every other day then that isn't much for sustainable food. Especially since fine and lavish meals require 5/10 meat to make.

If meals could adjusted by meat quantity then that would make it more viable.
Example: Simple meals stay 5 of any meat/plants. Fine meals 5/5 Meat/Veg, for every 1 less of one add 2 of the other (4/7, 3/9, 2/11, 1/13, 0/14 and vice versa). Lavish meals follow the same calculation as Fine meals (10/10, 9/12, 8/14, 7/16, 6/18, 5/20, 4/22, 3/24, 2/26, 1/28, 0/30). Can then add traits such as 'carnivore' or 'vegetarian' to colonists so they require special meals to be happy.
Title: Re: Animals.
Post by: Johnny Masters on January 16, 2015, 02:17:10 AM
Or animals could yield more, way more meat.

75 meat is enough for 7 simple meals. 7 people. That's absurd.

A big bovine weights around 800-1200 kg (that's 1700-2600 pounds+-)... You could make at least a hundred meals with that!
Title: Re: Animals.
Post by: Kaelent on January 16, 2015, 02:26:06 AM
Quote from: Johnny Masters on January 16, 2015, 02:17:10 AM
Or animals could yield more, way more meat.

75 meat is enough for 7 simple meals. 7 people. That's absurd.

A big bovine weights around 800-1200 kg (that's 1700-2600 pounds+-)... You could make at least a hundred meals with that!

I imagine a Muffalo as a giant furball with an actual size of like a dog under all that fuzz. ^_^

Increasing the meat from animals would turn around and make hunting less important. Incidentally that would also make leather harder to come by as you would butcher less animals and get less leather. If you aimed for sustainability late game with high colonist count then early game would get broken. Hunt a single deer and you're set for food.

Then again, you could always make a cheap change and create a research topic that increases yield from plants and animals. Something like better tools and better techniques. That way you can scale your production slightly with a research field to improve quality of your work instead of just simply increasing quantity. If you make it repeatable a few times then you also have a small form of usable late game research.
Title: Re: Animals.
Post by: Johnny Masters on January 16, 2015, 03:03:33 AM
QuoteI imagine a Muffalo as a giant furball with an actual size of like a dog under all that fuzz. ^_^

Hahaha, i suppose its possible, they do appear fluffy!


QuoteIncreasing the meat from animals would turn around and make hunting less important.

Nah, it would make it...more special xD
But it might need a few tweaks tho. For example, they should run away when shot at. Or, if it goes like i'd want, there would be fog of war. So hunting would take longer (looking for the animal, stalking).

It would make things more seasonable perhaps. Like every july you have a muffalo migration (the great huntings) where you hunt to feed you for the months to come.


QuoteIncidentally that would also make leather harder to come by as you would butcher less animals and get less leather.

I consider this to be a good thing, i don't like bloated economy with hundreds of leather all around waiting to be turned into silver

QuoteIf you aimed for sustainability late game with high colonist count then early game would get broken. Hunt a single deer and you're set for food.

Well, that's how humans got by through the ancient ages. Hunt could be a risk business with potential to high reward. Plantation is a slow & steady business.

QuoteThen again, you could always make a cheap change and create a research topic that increases yield from plants and animals. Something like better tools and better techniques. That way you can scale your production slightly with a research field to improve quality of your work instead of just simply increasing quantity. If you make it repeatable a few times then you also have a small form of usable late game research.

I'm always up for more uses for research
Title: Re: Animals.
Post by: hyperkiller on January 17, 2015, 12:26:08 AM
Quote from: ImNatalie on December 24, 2014, 09:27:38 AM
Okay, so what if we added a second use for animals? I don't know about you, but I live a peaceful farming colony. I sell my potatoes for silver, and buy every bionic arm I find. I would like to tweak the purposes of animals.

A Colonist's best friend
Add wolves to the game. They will hunt the animals in the biome you live in.
Which then they become pests, they take away a food source if the pack is big enough.
If the pack of wolves is big enough and there is no more meat, the wolves get desperate. The wolves will start attacking the colony. However, you can incapacitate them. Then you can drag them in to a pin and tame them. Eventually, just like prisoners, they will join your colony in the form of a dog.
Then they boost happiness and they work as a defense against attackers. But with bullets come wounds, so maybe doggie armor?

Just another Muffalo Herder Kid
Every time I make a kid that was a Herder, I facedesk. Because I wish I could trap animals and let them breed and slaughter them like we do in real life. Muffalo are like cows, so maybe we can implement milk into the game?? You would have to incapacitate the animal (not squirrels or boomrats.) and then slap a special collar on it, and then it will stay around a designed zone.
Then make a special perk or job in the overview where they take care of the animals. Then you have to move the zone around for them to graze, so the herders actually herd the animals.  MAYBE THE DOGS YOU HAVE CAN HERD THE ANIMALS FOR YOU LIKE IN REAL LIFE! BRILLIANT.


WOLF PETS! im so in :D
Title: Re: Animals.
Post by: ImNatalie on January 23, 2015, 08:20:25 PM
Quote from: Johnny Masters on January 15, 2015, 11:19:19 PM
(http://hydra-media.cursecdn.com/madmax.gamepedia.com/2/22/Dog.jpg?version=e2853f2f2f38dbb9604280a6fcaa2f63)


'nuff said


p.s.: there are (or is) mod which already features animal breeding and taming, might be worth checking it out

That picture tho. Has a Fallout atmosphere.
Title: Re: Animals.
Post by: Sartain on January 24, 2015, 04:15:20 AM
Quote from: ImNatalie on January 23, 2015, 08:20:25 PM
Quote from: Johnny Masters on January 15, 2015, 11:19:19 PM
(http://hydra-media.cursecdn.com/madmax.gamepedia.com/2/22/Dog.jpg?version=e2853f2f2f38dbb9604280a6fcaa2f63)


'nuff said


p.s.: there are (or is) mod which already features animal breeding and taming, might be worth checking it out

That picture tho. Has a Fallout atmosphere.

That's because that's A Boy and his Dog, which is one of the main inspirations for the original Fallout games. They even modeled the leather armor (look, leather, I'm on topic!) in Fallout 1 & 2 to look pretty much exactly like the one in the picture.
Title: Re: Animals.
Post by: ImNatalie on January 24, 2015, 09:52:18 PM
Quote from: Sartain on January 24, 2015, 04:15:20 AM
Quote from: ImNatalie on January 23, 2015, 08:20:25 PM
Quote from: Johnny Masters on January 15, 2015, 11:19:19 PM
(http://hydra-media.cursecdn.com/madmax.gamepedia.com/2/22/Dog.jpg?version=e2853f2f2f38dbb9604280a6fcaa2f63)


'nuff said


p.s.: there are (or is) mod which already features animal breeding and taming, might be worth checking it out

That picture tho. Has a Fallout atmosphere.

That's because that's A Boy and his Dog, which is one of the main inspirations for the original Fallout games. They even modeled the leather armor (look, leather, I'm on topic!) in Fallout 1 & 2 to look pretty much exactly like the one in the picture.
Bro...that's not a real picture. It's not a real human or dog. It's animated. It's most likely fan-art for Fallout 3 because of, you know, Dogmeat.
Title: Re: Animals.
Post by: hyperkiller on January 26, 2015, 03:34:20 PM
The only issue That i can see, is that if they require just meat to eat, then some biomes don't have plentiful meat, especially if you play on an icesheet lol. next thing is that how the game is set up, you are going to be Colonist idle thing since they would be part of the colony. rather than that it seems like an awesome ideal lol. and yeah, i agree on armor for the dogs also
Title: Re: Animals.
Post by: Giel on January 27, 2015, 03:48:34 AM
Quote from: ImNatalie on January 24, 2015, 09:52:18 PM
Quote from: Sartain on January 24, 2015, 04:15:20 AM
Quote from: ImNatalie on January 23, 2015, 08:20:25 PM
Quote from: Johnny Masters on January 15, 2015, 11:19:19 PM
(http://hydra-media.cursecdn.com/madmax.gamepedia.com/2/22/Dog.jpg?version=e2853f2f2f38dbb9604280a6fcaa2f63)


'nuff said


p.s.: there are (or is) mod which already features animal breeding and taming, might be worth checking it out

That picture tho. Has a Fallout atmosphere.

That's because that's A Boy and his Dog, which is one of the main inspirations for the original Fallout games. They even modeled the leather armor (look, leather, I'm on topic!) in Fallout 1 & 2 to look pretty much exactly like the one in the picture.
Bro...that's not a real picture. It's not a real human or dog. It's animated. It's most likely fan-art for Fallout 3 because of, you know, Dogmeat.

I don't think this is fan art from Fallout..  I guess this is Mel Gibson in Mad Max..
Title: Re: Animals.
Post by: harpo99999 on January 27, 2015, 06:00:50 AM
I also thought that the pic was from mad max 1 as the dog in the pic is a blue heeler (aussie cattle dog)
Title: Re: Animals.
Post by: Sartain on January 27, 2015, 10:27:29 AM
It's not really a Boy and his Dog. I'd completely forgotten how A Boy and his Dog actually looked and substituted Fallout imagery for the real thing ::)
It WAS specifically mentioned as a Fallout inspiration, though  ;)
Title: Re: Animals.
Post by: Johnny Masters on January 27, 2015, 02:17:52 PM
...A boy and his dog?
...Not a real picture?
...Might be from mad max?


rageon
WHAT THE FU***** F*** IS WRONG WITH YOU PEOPLE, WHAT KIND OF MOCKERY IS THIS??

That's fucking  (Mad) Max "Roadwarrior" Rockatansky and his fucking awesome dog Dog (the Big Dog in the sky may have him) from the insanely awesome iconic Mad Max series that shaped whatever slightly post-apoc shit that might've come after 1975. Fallout is 50% mad max (the other half being Monty Python).

Geez, you people

rageoff

It's from the movie Mad Max 2: The Road Warrior... It heavily influenced Fallout and the post-apocalyptic genre. Dog saved Max but met his end at a raider's bolt. Fucking raiders
Title: Re: Animals.
Post by: GlassDeviant on January 27, 2015, 02:25:10 PM
Quote from: Johnny Masters on January 15, 2015, 11:19:19 PM
(http://hydra-media.cursecdn.com/madmax.gamepedia.com/2/22/Dog.jpg?version=e2853f2f2f38dbb9604280a6fcaa2f63)

Nah...
(http://multiplayerblog.mtv.com/wp-content/uploads/2010/09/falloutnewvegas_companions.jpg)

8)
Title: Re: Animals.
Post by: Johnny Masters on January 27, 2015, 02:27:56 PM
Really hope the brain glass is bulletproof  :o
Title: Re: Animals.
Post by: GlassDeviant on January 27, 2015, 03:04:02 PM
About as much as the bone skull that was there previously, if not moreso.
Title: Re: Animals.
Post by: Shinzy on February 06, 2015, 03:16:02 AM
No! it's Harrison ford from Loaded weapon, the one directed by Mel Brooks
the same Harrison who was Han Solo in star trek, you know han solo? alderaan shot first?
Title: Re: Animals.
Post by: Coenmcj on February 06, 2015, 06:06:09 AM
Shinzy, by the gods... If this wasn't the Ludeon forums you might of just invoked the wrath of all the peoples.
Perhaps everyone could calm down and get back onto topic?.. The all seeing Google proclaims that that picture relates to Mad Max anyway
Never thought a picture of a man and his dog could invoke such anger.

Well... Ontopic, More diversification is always nice, especially in the critter area, the wolfsies from the Ice sheet mod really help with the mood of snowy wastes, and the muffalo herding from TTM (iirc) helped push some of my colonies more into the western vibe.
Title: Re: Animals.
Post by: 200Down on February 06, 2015, 06:39:47 AM
Quote from: ImNatalie on December 24, 2014, 09:27:38 AM
Okay, so what if we added a second use for animals? I don't know about you, but I live a peaceful farming colony. I sell my potatoes for silver, and buy every bionic arm I find. I would like to tweak the purposes of animals.

A Colonist's best friend
Add wolves to the game. They will hunt the animals in the biome you live in.
Which then they become pests, they take away a food source if the pack is big enough.
If the pack of wolves is big enough and there is no more meat, the wolves get desperate. The wolves will start attacking the colony. However, you can incapacitate them. Then you can drag them in to a pin and tame them. Eventually, just like prisoners, they will join your colony in the form of a dog.
Then they boost happiness and they work as a defense against attackers. But with bullets come wounds, so maybe doggie armor?

Wolves are an excellent idea. Every thing about it sounds like it would fit in real well and there are enough variants of wolves to work in just about every climate. Accept maybe the really hot regions. May need a different predator for those regions. Would obviously need to have them require raw meat for feeding so their is some "cost" to keeping them.

But yea, predators in general would be really nice to see. Anything to help alleviate the monotony between events is a good thing in my book. The "creature went insane" event gets well overused and really old after awhile.
Title: Re: Animals.
Post by: ImNatalie on February 26, 2015, 03:00:32 PM
Maybe instead of raw meat, the cooks can make dog food?
Perhaps the desert has big cats...?
Maybe rhinos can be pets instead of adding cats??
Title: Re: Animals.
Post by: CodyRex123 on March 01, 2015, 10:35:32 PM
I definity support having hunting animals, And with a mood buff from having them around is wonderful...
Talk about this being "INSPIRED" by DF....
Title: Re: Animals.
Post by: Regret on March 04, 2015, 02:24:39 PM
More animal interactions would make me very happy.
Title: Re: Animals.
Post by: ImNatalie on April 25, 2015, 10:20:46 AM
Quote from: CodyRex123 on March 01, 2015, 10:35:32 PM
I definity support having hunting animals, And with a mood buff from having them around is wonderful...
Talk about this being "INSPIRED" by DF....
Are you saying that I stole this idea?
Title: Re: Animals.
Post by: ImNatalie on April 26, 2015, 05:48:50 PM
People these days, I swear.
Title: Re: Animals.
Post by: Tobias on April 27, 2015, 09:25:20 AM
Quote from: Regret on March 04, 2015, 02:24:39 PM
More animal interactions would make me very happy.

+1
Title: Re: Animals.
Post by: Avarice on April 28, 2015, 06:37:34 AM
Capture, tame, and breed.

+1
Title: Re: Animals.
Post by: StorymasterQ on April 28, 2015, 08:45:40 PM
Quote from: Avarice on April 28, 2015, 06:37:34 AM
Capture, tame, and breed.

+1

And various other things that is quite depraved (http://tvtropes.org/pmwiki/pmwiki.php/Main/BestialityIsDepraved) :D MWAHAHA
Title: Re: Animals.
Post by: ImNatalie on June 19, 2015, 12:26:15 AM
...
Title: Re: Animals.
Post by: crazytman on June 19, 2015, 12:09:00 PM
This would make the game so much better
Maybe as a way to get the muffalo when you hunt them they could go down just like people and you can carry them into a fenced in area. (need fences though)
Title: Re: Animals.
Post by: eastwood6510 on June 19, 2015, 01:55:02 PM
Wolves / Dogs idea: +1
Animal Husbandry: +1
Title: Re: Animals.
Post by: Lonely Rogue on June 20, 2015, 01:07:01 AM
Quote from: Shinzy on February 06, 2015, 03:16:02 AM
No! it's Harrison ford from Loaded weapon, the one directed by Mel Brooks
the same Harrison who was Han Solo in star trek, you know han solo? alderaan shot first?
Quote from: Shinzy
link=topic=8560.msg100087#msg100087
date=1423210562

......... Did you just say........ Han Solo.......... from Star Trek?!
No! it's Harrison ford from Loaded weapon, the one directed by Mel Brooks
the same Harrison who was Han Solo in star trek, you know han solo? alderaan shot first?
Title: Re: Animals.
Post by: ImNatalie on January 03, 2016, 08:19:15 PM
...
Title: Re: Animals.
Post by: REMworlder on January 03, 2016, 09:30:34 PM
(http://i.imgur.com/8DDqlOH.png)
Title: Re: Animals.
Post by: ImNatalie on January 10, 2016, 01:59:39 PM
Quote from: REMworlder on January 03, 2016, 09:30:34 PM
(http://i.imgur.com/8DDqlOH.png)
;D ;D ;D