![Smile :)](./images/smilies/icon_smile.gif)
So my dear farmers stick to the same color of your animals.
![Laughing :lol:](./images/smilies/icon_lol.gif)
They won’t stack, when the delivery area is full a message pops up on screen and you need to move the pallets.Coltar452017 wrote: ↑Thu Jan 10, 2019 1:26 pm What's the limit of wool bales That can be stack up in the sheds
Interesting. In a real world situation, more animals = Higher repro rate.kahfs wrote: ↑Fri Jan 11, 2019 8:24 am In an attempt to make my first mod I found out the following:
birthrate is defined as dN/dt = k'*N,
where k' = k*((Nmax - N)/Nmax)) is the effective birthrate parameter
and where
- k is a defined constant birthrate parameter, which can be made unique for each animal color
- N is the current number of animals
If we set dt to 1 gameday, then dN is the number of newborns per gameday.
- Nmax is the pen capacity
The time between births is given as:
T = 1/(k'*N)
As the number (N) of animals increases, the interval between births will decrease, but only up to a certain point. This growth model is self-limiting in the sense that the actual birth rate (k') will approach zero as the number of animals approach the max capacity for the pen. So, if you plan to have many animals, make sure you use a large pen, otherwise you will quickly see a stagnation in the reproduction.
Allowing modders to assign different parameter values to different animal types/colors opens up new opportunities. One could define a certain animal type to be growers that do not reproduce or heifers which do not yet produce milk.
D3nnisd wrote: ↑Fri Jan 11, 2019 8:39 amWhy 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.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?
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.