Animals miscarry and starve, plenty of food aviable... :(

Started by swatti, February 09, 2017, 02:31:50 PM

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swatti

I got TONS of kibble and hey, but even so my cows, muffalos and alpacas keep starving in the winter. They will gladly eat all my meals... Only thing NOT accessable is the meal-storage. The animal-feed is aviable.

Also, no matter how many assigned to handle, the colonists wont feed the animals when they drop.

I have variaty of mods but none that alter behaviour of anything. I have hauler-bots that make food more aviable and still this happens.

WereCat88

Check their allowed areas to see if they can be where the food is.
I am The Primal Mammelon

Zhentar

Is the animal feed near the animals? They will only look so far for food before giving up.

jpinard

I have found that every single time my animals starved I'd sworn I had everything set right, and in the end it was always my fault.  There was some little thing I overlooked, had set wrong, or misunderstood.  If you post some pictures maybe we can help?

OFWG

Quote from: Zhentar on February 09, 2017, 02:47:15 PM
Is the animal feed near the animals? They will only look so far for food before giving up.

This, the animals will literally starve rather than walk a screen's width away to the food.
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

swatti

There are TONS of smaller storages with hey and kibble. Also the sleeping-area/barn is fillied with both and still they die next to it. (those are mostly the ones brought over starving)

The ONLY areas not allowed for animals now are the MEALS-fridge and colonist sleeping areas. Even the gardens to grow the food is allowed. The animals loiter around them randomly.

jpinard

Quote from: swatti on February 10, 2017, 09:12:50 AM
There are TONS of smaller storages with hey and kibble. Also the sleeping-area/barn is fillied with both and still they die next to it. (those are mostly the ones brought over starving)

The ONLY areas not allowed for animals now are the MEALS-fridge and colonist sleeping areas. Even the gardens to grow the food is allowed. The animals loiter around them randomly.

Post some pictures.  I'm curious to see what might be doing on.  Steam makes it easy to take pics and they post nicely here in the forums.  Take lots! :)

Cracker21

Depending on how cold of an environment you are in you can sort of "cheat" the system if you have to. If you have snow on the ground but the temp is warm enough for grass to grow otherwise you can create a Clear Snow area in the animal pen and if your lucky some grass will start to grow, it wont be much but might prevent your animals from starving providing they will eat the grass.

I've saved a few of my Muffalo this way when i had a bad winter and didn't stockpile enough hay. It kept them alive for a few days until it warmed up.

But if your issue is the animals not eating at all i'm not sure. Iv'e never had that problem before and i run lots of mods. They might eat grass even though they won't eat hay or kibble. Worth a shot.

kenmtraveller

Justs wanted to chime in, I've seen this behaviour also in my current game (which is using multiple colonies (unsupported) , so who knows what is going on).  A tamed caribou in zone that also contained a kibble stockpile, starves rather than pathing a half screen to it and eating.  In my case,  the path it could use was only a few tiles wide, maybe there's something going on with pathing in A16?

OFWG

Quote from: kenmtraveller on February 11, 2017, 10:56:28 PM
... maybe there's something going on with pathing in A16?

I don't think so, as the animals seem to have no trouble with wandering around their allowed area. It looks like as Zhentar said they won't intentionally move toward food that's further than like 10 tiles away.
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

Zhentar

It's a lot more complicated than just "x number of tiles", but an easy approximation is that they won't go through more than three doors to get to food.

OFWG

Quote from: Zhentar on February 12, 2017, 01:56:50 AM
It's a lot more complicated than just "x number of tiles", but an easy approximation is that they won't go through more than three doors to get to food.

Nope, no doors between my animals and their food when they starved themselves. I very seriously doubt that it's more complicated than x tiles.
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

Zhentar

I don't just pull this stuff out of my ass. When I say it's more complicated, it's more complicated. Specifically, it's a breadth first region search of up to 100 regions; doors reduce animals' detection range because they create extra regions, requiring a deeper search to find what lays behind them.

I have a mod that replaces the people 'Draw Food Search' Dev Mode view option with an animal version. When you select an animal, each region that was searched gets highlighted with a blue square. And it labels everything considered within those regions; Things labeled "!" the animal would eat when they are hungry, "~" shows things they will only eat when they are 'desperate' (like beer), and "x" they will never eat.

https://drive.google.com/open?id=0B_iRcVI-TJMZTDBrUXF2eS1QZUE