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Farming Improvements: QoL issues that need solving #24294
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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:
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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: #24391 |
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 #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... 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. 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). |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
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
a. Similarly, cattlefodder should spawn at ranches and farms. Currently, the one place you'd expect to have food for cattle does not have it.
a.
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 Can't have friendly animals in vehicles #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 Can't have friendly animals in vehicles #11381.
a. Animals will follow the PC at a random distance but often adjacent. It is nearly impossible to walk out of a barn that has 3+ sheep in it and close the door behind you, because the sheep will crowd the door, and when the PC pushes one away, another takes up the space. The PC has to build "airlocks" out of wire fence (because the PC can climb over a wire fence but livestock can't) but wire fencing takes a huge amount of wires and time to build. Making animals not enter a door space if the PC is adjacent to the door would probably solve this problem and is relatively straightforward.
b. A short rope can be used to tie an animal in place, and then the PC can swap places to get controlled movement, but this is tedious. Leading animals by a long rope or something would be great.
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: Better milking: make milking a long action that gets all the milk it can #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 game: refactor handle_liquids() #24684 goes in.
a. I just realized that if you tell an NPC to pick up items, and put animal waste on their pick-up list, they'll go around picking it up as you walk around. That's a quick 70% solution.
C: Keeping livestock alive
a. The new rockwheel helps a bit here, and letting rockwheels or an excavator dig full pits would help a lot. Adding an engineering machine that can set fence posts and string barbed wire would also be really helpful.
b. There's still the fundamental problem that any time the PC performs a long action when he's 45-55 tiles away from his livestock, there's a risk of a zombie spawn on the edge of the reality bubble next to the livestock and killing them. There really needs to be a system for understanding barricades/fortifications and preventing monsters from spawning inside of them.
Farming
A. Single tile model of farming
Hopefully being addressed Farming plot zone - QoL improvement features #24826
Comments? Additional issues? Suggested fixes?
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