Open mlangsdorf opened 5 years ago
for number 4 you could do the same thing you did with the vehicle menu. This time -->examine cow --> milk --->choose container ---> cows milk capacity decreases while your container increases, have the menu refresh (but keeps you on the present menu w/o exiting) --->and keep milking. This is similar to when you use a water pump, or using the water extraction CBM to quickly fill up any desired containers and if no container is available keep the remaining charge in the cow
These are all valid points, but please split them into one point per issue.
I am slightly unsure about some of the issues.
Farming:
Ranching
2a. I use the folding parts pack mod in my world. You could add a feature similar to the mod that let's you examine a cow to turn it into an item, so long as you have a short rope. You shift the cow item on a cargo carrier vehicle tile and it will occupy between 150 to 250 liters of cargo space. When you reach your destination and have unloaded the cow item, just activate it to get your unpacked cow and short rope back.
2b. Have an animal powered carriage construction option. Add horse/s or cattle as the "engines" (this should require a good amount of long/short ropes). For a high number of cattle (maybe 7+) you might be required to add 2 trained dogs as vehicle parts so that the cattle doesn't occasionally get unruly and/or strays from the path (the animal powered carriage version of you losing control of a vehicle).
Farming
Is it intended that using the reaper destroys around 1/2 of the harvest and using the scooper destroys 1/4 of the harvest compared to manual harvesting/picking?
Off-topic: Since I already mentioned it, it would be nice if an auto-pause for neutral entities is added alongside the current one. I don't like it when NPCs steal as much of my stuff as they can carry in a few seconds of real time while I'm crafting or doing something that lets the time fly by.
I don't think livestock as folding parts is a good model, but animals as vehicleparts in general is a good idea. Let me poke around at the json for that.
FulcrumA: try leading friendly cows along a road through a forest. They will stop well before you can necessarily see the danger. Which is realistic, I guess, but makes it hard for the player to go shoot the bear or dogs or wolves or whatever that is causing the problem, 20-30 tiles away in the trees.
You can already push animals, but if 4 sheep are vying to get next to you while you try to close a door, you can push one and then one of the others will step into the space.
Added a livestock carrier, a vehicle mounted pet carrier for large animals: https://github.com/CleverRaven/Cataclysm-DDA/pull/24391 When that gets merged, 1A2 will mostly be resolved.
Milking is 90% fixed: #24684
Issues for farming with the new update: Need a way to water large areas at once (sprinkler vehicle part, or using water cannon maybe? I can easily see spraying water in the air to make artificial rain) as well as fertilize large areas. It would also make sense to have similar for weedkiller (and have weedkiller to begin with)
Additionally it appears nothing was done for NPC camps, according to the author of the change, meaning they are basically worthless now for farming.
I have not personally tested it, but this appears to be the case from reading the change itself.
It would be awesome if the player could be interrupted from reading or cooking by attacking the tamed creatures. This is especially nasty when the player uses horse-driven wagons to move around.
Milking part of this addressed by https://github.com/CleverRaven/Cataclysm-DDA/pull/37523
Only just now seeing this, but I have chickens and turkeys occasionally spawning on house roofs with #39696 , that helps 1 a little.
When it comes to ranching, utilizing cow pies is not the biggest issue from my experience. You can always tie your animals to one spot so that they don't shit all over the place. You can also turn off cockroaches in game options and forget about cow pies entirely.
What really needs to be addressed is bird eggs. The player who keeps a stock of, let's say, chickens needs to collect eggs fairly frequently, otherwise they rot. It can be a bother even with auto-pickup enabled. A solution I would suggest is expanding NPC autopickup functionality to look something like this: "Pickup these items (chicken eggs, manure) from this zone (specify zone), drop off collected items in this tile (minifreezer for eggs, brazier for cow pies, etc.)". NPC will then proceed to scan the area for specified items and, once the items are located, move them to corresponding areas.
At the moment you can tell your NPCs to autopickup stuff, which they will until they run of inventory space. But the player will have to manually take those items from them, which is no less tedious than doing ranching personally.
0.E2 stable experience... A1. I've had no problem finding horses, and cows (found where you'd expect them, plus one horse on the outskirts of a town still there after I've removed the nearby zombies). Sheep have been a little harder, and only two non zombiefied pigs being seen (one still in a stall at the Tacoma farm, the other last seen chased by zombies in a town). All animals locked in together with zombies have been killed, except for some cats. A1.a. Cattle food hasn't been an issue, and I believe the ingredients for making it have been available in the locations where animals have been found. A3. Leading livestock by a rope would be quite useful. Horse carriages seemed useful until the horses started escaping from their harnesses (possibly scared by horrible chicks breaking out of eggs) time and time again. It can also be noted that animals following the PC is rather sporadic. Sometimes it works fine (until spooked), and sometimes they just won't follow (and forum reports seem to indicate mixed experiences). Cows and horses can be ridden to the destination (assuming the PC strips down to get under the weight limit), while sheep require the tied rope swapping trick when they don't cooperate. I tie down all my livestock even within the stalls eventually built to prevent hassles with them escaping or blocking the gate.
B1. Milking takes a set amount of time, after which you get access to the "stored" milk. This is fine if your container (a canning pot is what I've used) is large enough to take it all, but if all you wanted was a bottle, it's a lot of time for little milk, and even worse if you then find that the container isn't accepted (a bucket or canning pot in the inventory rather than wielded, or you forgot to pick up the container). I can't swear on it, but I think only a single container is accepted per "session", as opposed to a well that keeps asking for additional ones. B2. I believe it should be possible to use the zone system to get NPCs (or the PC) sort out the (literal) crap with just a single order (I haven't bothered as the build doesn't spawn nasty stuff). I believe you need to set a up custom stockpile for the garbage. Egg collection ought to be possible using the same system. However, the zone sorting order suffers from the 60 tile distance rule, so the PC has to make sure to keep all relevant locations within the reality bubble, or the companions will "finish" their work, so the PC can't participate if work is needed at opposite edges of the camp (or do it in two sessions).
C. It would probably be a pain to implement, but having multiple reality bubbles, where one is centered on the PC and one at the center of each (player only?) camp, and, as a future extension, one centered at each companion would make defensive structures actually keep critters out as they'd have to spawn outside of the camp and walk in. Having a camp centered bubble would allow a companion to clear up cow patties while the PC is repairing a parked vehicle just outside of the camp's borders, or even doing a short errand away from the camp, regardless of where the livestock (or, rather, their waste products) are within the camp. Companion centered reality bubbles would permit abstracted companion activities to be replaced by actual ones (the companion actually moving through the terrain foraging [and depleting actual resources there] or patrolling).
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This a meta-issue for the farming improvements project: https://github.com/CleverRaven/Cataclysm-DDA/projects/11
I am developing a list of things that make farming and ranching annoying, so hopefully they can be turned into tasks and fixed.
I. Ranching: A. Acquiring and relocating livestock
Animals can't be transported by vehicles, so you have to walk them to wherever they're going. This may or may not be feasible, depending on distances and monster density. See #11381 . Probably the best solution is to make a vehicle part with the CAPTURE_MONSTER_ACT action and monster_size_capacity LARGE.Livestock stalls exist and are sufficient for transporting animals. b. Animals can detect danger, often at a greater distance than the PC's effective line of sight. It is a huge hassle to herd cattle any distance, because they just stop following the PC for no obvious reason. This might be resolved as part of the fix for #11381.B. Interacting with livestock
The interface for milking is a huge hassle to use. Examine an animal, select milk, choose a container, repeat 9+ times... and if there isn't a suitable container, that unit of milk is lost. Milking should probably become a recipe that requires livestock with milk, or should reuse some of the logic from the siphon or unload liquid container code. Siphoning seems to be the preferred approach.Single long action that doesn't lose fluid if there isn't a container: #24665 b. milking is too quick in game time (roughly 2 minutes for 2.5L, should be about 3x that) and needs to be written as a player_activity after #24684 goes in.C: Keeping livestock alive
Farming A. Single tile model of farming
Comments? Additional issues? Suggested fixes?