fluffy-mods / ColonyManager

Colony manager for RimWorld
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Enhancement: population culling #138

Closed jtgibson01 closed 4 years ago

jtgibson01 commented 5 years ago

Sometimes it would be nice to kill animals that are overpopulated or that pose a risk to colonists if their population counts get too large (more likely with mods, not necessarily as likely in vanilla, like Walking Problem's unfortunately-named-but-quite-innocent Wild Animal Sex).

Being able to cull animals can be hacked around by setting the desired resource to some kind of meat you'll know you'll never have in your colony even once in a blue moon (like Genetic Rim spliced meats) and setting the desired count manually as high as it will go. The next time the manager goes to the desk, literally every one of the vermin will be designated. Unfortunately, there are two problems with this approach:

Adding the ability to limit wild populations while keeping them wild still could be accomplished with a few features on the Hunting tab:

FluffierThanThou commented 5 years ago

Thanks for the well thought out proposal. My apologies that it took me so long to respond.

I have a few questions/counterpoints I'd like your opinion on;

I'm not opposed to the idea of introducing a 'population control' option for hunting jobs (akin to the clear areas mode for forestry), but I'm wondering where some of the specifics of your proposal come from.

jtgibson01 commented 5 years ago

Heh -- I mentioned:

(more likely with mods, not necessarily as likely in vanilla, like Walking Problem's unfortunately-named-but-quite-innocent Wild Animal Sex).

Wild Animal Sex is a currently-existing target for which vermin populations can explode -- small animals like vanilla rats or AnimalCollabProject guinea pigs can expand to Dwarf Fortress catsplosion levels without reaching the population limit, eventually causing deforestation.

The proposal came about because I wanted to write a wild-animal population mod of my own that would evaluate population trends instead (and introduce some requested features that others have asked for, like having herds that leave the map due to uninhabitable conditions migrate back when conditions stabilise, instead of generating entirely new herds). I would also enable wildfowl to make nests and lay eggs, and enabling animals to reproduce, but that's a more distant target (and, given my general development schedule and life balance, possibly a non-existent one).

As I was doing up the design document, being able to control animal populations came up fairly high on my brainstorming. After doing a brief draft on an interface and system of culling populations, it occurred to me that a system for managing desired populations already existed elsewhere... and so, the suggestion was made. =)

FluffierThanThou commented 5 years ago

Right, that makes a lot of sense. I must've missed that part of the suggestion.