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Author Topic: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.2  (Read 21043 times)

bleedo

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[MOD] (Alpha 3F) Muffalo Breeding v.1.0.2
« on: April 27, 2014, 07:16:34 PM »

Description

Muffalos 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 notes

1.0.2.42560
  • 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

1.0.0.0
  • Prototype

State

Stableish.
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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« Last Edit: April 30, 2014, 08:02:32 PM by bleedo »
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a89a89

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #1 on: April 27, 2014, 07:21:12 PM »

I will be downloading this tomorrow
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Vas

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #2 on: April 27, 2014, 07:41:41 PM »

Yea, I'll assign myself as the male, and assign 5 female colonists to my breeding rooms.  Perfect way to re-populate the planet!
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harpo99999

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #3 on: April 27, 2014, 09:38:54 PM »

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!!!![/img][/img]

[attachment deleted by admin: too old]
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Tamedsquall

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #4 on: April 27, 2014, 09:39:43 PM »

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
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Tynan

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #5 on: April 27, 2014, 09:48:50 PM »

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).
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lLeo

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #6 on: April 27, 2014, 10:11:23 PM »

with this it is possible to make a muffalo farm :>
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StormProxy

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #7 on: April 27, 2014, 10:18:23 PM »

Now i can make a Muffalo farm. nice mod M8
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Delta_Com

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #8 on: April 27, 2014, 10:39:04 PM »

I can only imagine what happens on one of these worlds during a psychic wave...
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harpo99999

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #9 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.
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Celthric Aysen

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #10 on: April 27, 2014, 11:29:11 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!
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Tyrkir

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #11 on: April 28, 2014, 12:03:33 AM »

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.
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Tyrkir

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #12 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'
« Last Edit: April 28, 2014, 12:35:04 AM by Tyrkir »
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Celthric Aysen

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #13 on: April 28, 2014, 12:45:47 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!
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bleedo

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Re: [MOD] (Alpha 3F) Muffalo Breeding v.1.0.0.0
« Reply #14 on: April 28, 2014, 04:17:52 AM »

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.
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