Slaughter of large animals in a building.

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Jairone
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Slaughter of large animals in a building.

Post by Jairone » 27 Nov 2014, 23:29

It seems some of the materials (likely meat) of large animals in buildings is often wasted, as it is too much to carry for an average player.
I would love to see a system where it opened a new loot window when using the slaughter option on large animals to avoid losing all the meat and potentially other items, where you could carry some of what would otherwise be wasted.
Alternatively, the component parts of what drops in large quantities (bones, meat, hide) could be turned into smaller clusters of the item for purposes of getting more stuff to actually get to the player.
Again, alternatively, slaughter could generate a corpse near the building.
Another possibility would be to force everything into the inventory, and allow temporary carrying of too much, making the player unable to move until something was dropped, whenever slaughter is used and the weight exceeds limits.

I'd be interested in what other ideas might come of the community about this. It is rather annoying to just have all that beef go to waste like this!


Willbonney
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Re: Slaughter of large animals in a building.

Post by Willbonney » 28 Nov 2014, 00:18

An idea I saw in the past was a "slaughter box" of sorts, in which when you choose to slaughter, all "output" is placed in a different box of the coop/barn/stable in which all the materials are put into it when you slaughter.

Slaughter box size being dependent on the size or type of building.


FearForTheReaper
 
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Joined: 29 Sep 2014, 16:08

Re: Slaughter of large animals in a building.

Post by FearForTheReaper » 28 Nov 2014, 02:56

I hade the same idea for that problem.
So can any player slaughter animal and no GM from the server is needed.

From my site, Yes to that workaround / solution


Orsus
 
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Re: Slaughter of large animals in a building.

Post by Orsus » 28 Nov 2014, 10:08

Earlier tonight, I was having to slaughter animals in my barn to be able to add food for them. I killed to many and filled my inventory. Came back a little while later to find a bag with meat in it on the ground where I was standing.

For some odd reason if the animals have reproduced to much and the building is overflowing with them, you cannot add more food until you have slaughtered enough for the building to be unencumbered.
It does not matter who is the strongest fighter, just the last one standing.

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Vamyan
 
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Re: Slaughter of large animals in a building.

Post by Vamyan » 28 Nov 2014, 10:29

Makes sense to me, though they should probably implement a death chance on overcrowding like they already have for starving and disease... Not that I'm complaining about how it works currently, but it would just make sense.


Orsus
 
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Re: Slaughter of large animals in a building.

Post by Orsus » 01 Dec 2014, 04:54

They do need to work on the starving effects on animals though, I Forgot to feed a cow and bull I had in the stable. Added food, came back an hour later to find the cow had starved to death with food in the bin, some food was eaten during that hour which makes it rather odd.

Maybe it had simply not updated that the cow was dead when I added the food, if so they need to adjust it so that notice updates faster.
It does not matter who is the strongest fighter, just the last one standing.


Ziong18
 
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Joined: 09 Oct 2014, 03:48

Re: Slaughter of large animals in a building.

Post by Ziong18 » 01 Dec 2014, 08:39

I put a bull and cow to breed with 150 apples for 20 hours. I had 3 births but one died of starvation. They go through food like crazy!


Willbonney
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Re: Slaughter of large animals in a building.

Post by Willbonney » 01 Dec 2014, 09:05

The wiki now states a Cow/Bull's favorite food is Carrots. I'll be checking out what that means tomorrow/later today I guess. Maybe they'll eat fewer carrot? Because aye, 8 apples per Bovine per cycle is a bit intense.

Edited to Add: Also states a Sheep/Ram's is cabbage, kinda makes sense I guess.


Orsus
 
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Re: Slaughter of large animals in a building.

Post by Orsus » 01 Dec 2014, 09:30

Ok Imwas told wrong then. Friend of mine told me opposite.

Off to the wiki I go!!
It does not matter who is the strongest fighter, just the last one standing.


Larainan
 
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Re: Slaughter of large animals in a building.

Post by Larainan » 03 Jul 2016, 13:55

Orsus wrote:They do need to work on the starving effects on animals though, I Forgot to feed a cow and bull I had in the stable. Added food, came back an hour later to find the cow had starved to death with food in the bin, some food was eaten during that hour which makes it rather odd.

Maybe it had simply not updated that the cow was dead when I added the food, if so they need to adjust it so that notice updates faster.


Maybe when you added food the container/animals were already past a daycycle timer check point that would update the container to a specific stage at the end of the cycle. From what I see in the files everything in this game is day cycle, map position, breeding cycle timer related some how or in combination with all of the above. If the container for your coops barns etc is working in stages maybe when you put your food in the timer had already logged no food available and when it got dark you got starved animals

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Arrakis
 
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Re: Slaughter of large animals in a building.

Post by Arrakis » 03 Jul 2016, 14:17

Heavy necro! Dec 2014 :crazy: Please don't

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