Animal reproduction rate bug?

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D3nnisd
Posts: 125
Joined: Tue Dec 27, 2011 3:52 pm

Re: Animal reproduction rate bug?

Post by D3nnisd »

kahfs wrote: Fri Jan 11, 2019 5:03 pm
D3nnisd wrote: Fri Jan 11, 2019 8:39 am
kahfs wrote: Fri Jan 11, 2019 8:24 am

Interesting. In a real world situation, more animals = Higher repro rate.


But, Why would you check it in this code you described. What's the benefit of that? I always thought the animals are checked by : IF(N=Nmax) Repro=True else Repro=False.

Can you tell me when that stagnation would happen?
Why is this interesting? I'm in the process of writing a mod which will calculate and redefine the birthrate parameter value that will ensure that a given number of mature animals will produce a given number of offspring in a certain time frame. For example, a sow produces on average 13 piglets every six months. So, 6 sows should produce 78 pigs every 6 months. To achieve this I need to compensate for this self-limiting effect as well as the fact that newborns also give birth in FS, but not in the real world. Of course FS don't differentiate between mature animals and offspring. This is just an attempt to compensate for this.

The stagnation will happen gradually. As the number of animals N approach the pen capacity Nmax, the difference (Nmax - N) will approach zero. At least that's what logic says based on Giants scripts. I have not seen it happen yet, as I'm more busy learning how to make a mod than playing the game. If you want 90 pigs, you should not use a pen with space for 100, but a bigger one.
The interesting because it's a odd way to calculate it. It uses the pen size to calculate, rather than a linear script and stopping when the pen size reaches 0.
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W1der
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Location: SWEDEN

Re: Animal reproduction rate bug?

Post by W1der »

I gave it a thought and I guess the only way to go about it is to build a segregated cow farm really ... :lol:

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