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- Wolf
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Sho wrote:If anyone has built a primitive oven, I need to know what projects it has.
Also, I need all cooking projects that use dung, on any machine.
Mud can be gathered in some places, or could be the last time I checked, a few months ago. This knowledge, and the gathering rate, are already in the wiki.
Also, shiny points to creepyguyinblack for putting the radio information on the wiki.
I built one in a place that I'm still in, and these are the projects:
Baking bread
Baking cod
Baking rye bread
Baking sorghum bread
Baking trout
Cooking meat
Curdling milk
Popping popcorn
Drying dung
Baking bread (dung)
Baking cod (dung)
Baking rye bread (dung)
Baking sorghum bread (dung)
Baking trout (dung)
Cooking meat (dung)
Curdling milk (dung)
Popping popcorn (dung)
- smokeythebear
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- Marian
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- Chris Johnson
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Code: Select all
ANIMAL NAME |ATK | STR | ARM|
----------------+----+-----+----|
bear | 30 | 200 | 5 |
buffalo | 15 | 220 | 8 |
cheetah | 28 | 90 | 0 |
cow | 5 | 120 | 2 |
coyote | 18 | 65 | 0 |
crocodile | 42 | 130 | 15 |
deer | 8 | 90 | 0 |
desert snake | 12 | 55 | 2 |
desert tortoise | 3 | 75 | 25 |
dog | 20 | 75 | 0 |
elephant | 42 | 240 | 24 |
gorilla | 22 | 155 | 5 |
hawk | 15 | 60 | 0 |
hippopotamus | 26 | 200 | 8 |
horse | 10 | 125 | 0 |
kangaroo | 9 | 85 | 0 |
koala | 6 | 55 | 0 |
lemmings | 2 | 22 | 0 |
lemur | 3 | 40 | 0 |
leopard | 24 | 70 | 0 |
lion | 38 | 180 | 0 |
mammoth | 44 | 240 | 32 |
moose | 12 | 130 | 0 |
mountain goat | 12 | 70 | 0 |
ostrich | 10 | 90 | 0 |
pelican | 8 | 40 | 0 |
pigeon | 5 | 15 | 0 |
rabbit | 3 | 15 | 0 |
racoon | 5 | 35 | 0 |
rhino | 44 | 220 | 18 |
scarab | 11 | 70 | 17 |
scorpion | 20 | 30 | 0 |
sheep | 4 | 80 | 0 |
swamp snake | 10 | 35 | 0 |
toucan | 5 | 50 | 0 |
turkey | 4 | 35 | 0 |
whale | 50 | 255 | 30 |
wild boar | 30 | 140 | 5 |
wolf | 32 | 80 | 0 |
zebra | 8 | 110 | 0 |
--------------------------------|
As requested by Talapus
Animal stats
ATK = Damage the animal can do if it atacks
STR = Damage an animal can take before dieing
ARM = Amount of damage an attack on an animal is reduced by due to natural armour . This is the value for a totally healthy animal - it reduces
proprotionally to the damage the animal has - reaching zero when the animal dies.
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- Hellzon
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- formerly known as hf
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- Chris Johnson
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Code: Select all
Animal name | TRV| SPD|REP|ATK |
----------------+----+----+---+----|
bear | 4 | 15 | 2 | 15 |
buffalo | 8 | 23 | 3 | 1 |
cheetah | 20 | 40 | 2 | 15 |
cow | 1 | 10 | 2 | 1 |
coyote | 8 | 34 | 2 | 12 |
crocodile | 1 | 12 | 2 | 23 |
deer | 10 | 25 | 2 | 1 |
desert snake | 10 | 9 | 1 | 17 |
desert tortoise | 1 | 5 | 2 | 0 |
dog | 15 | 25 | 1 | 1 |
elephant | 3 | 13 | 2 | 3 |
gorilla | 7 | 12 | 2 | 5 |
hawk | 10 | 25 | 3 | 1 |
hippopotamus | 1 | 9 | 2 | 4 |
horse | 15 | 35 | 2 | 1 |
kangaroo | 6 | 18 | 2 | 1 |
koala | 1 | 10 | 3 | 0 |
lemmings | 10 | 8 | 9 | 0 |
lemur | 3 | 7 | 3 | 0 |
leopard | 10 | 18 | 2 | 14 |
lion | 4 | 18 | 1 | 16 |
mammoth | 5 | 7 | 2 | 1 |
moose | 6 | 20 | 2 | 1 |
mountain goat | 10 | 18 | 2 | 6 |
ostrich | 5 | 23 | 2 | 0 |
pelican | 15 | 18 | 1 | 1 |
pigeon | 15 | 16 | 2 | 0 |
rabbit | 10 | 10 | 3 | 0 |
racoon | 13 | 10 | 2 | 0 |
rhino | 2 | 14 | 2 | 9 |
scarab | 2 | 7 | 4 | 10 |
scorpion | 1 | 4 | 1 | 20 |
sheep | 3 | 10 | 2 | 1 |
swamp snake | 10 | 8 | 1 | 12 |
toucan | 8 | 20 | 2 | 0 |
turkey | 3 | 8 | 2 | 1 |
whale | 20 | 25 | 2 | 2 |
wild boar | 5 | 10 | 2 | 18 |
wolf | 20 | 30 | 1 | 20 |
zebra | 7 | 20 | 2 | 0 |
------------------------------------
TRV = Propensity to travel (the higher the more likely they will migrate)
SPD = Travel Speed - pixels per day
REP = Reproduction rate
ATK = Propensity to attack
Reproduction was never dependent on number of animals , with exception that there must be at least 1 (Cantr animals use Parthenogenesis or have extremely long incubation periods) . Each anmal has a REP chance of spawning another of the same type - This (and all other animal processing) is tested 4 times a day . A cap of 20 animals in a location was removed when we individualised animals 60 or 70 days ago.
Only undamaged animals will start to travel. Currently we've stablised at about 1/3rd animals in locations and 2/3rds are travelling - Total animal population growth is about 1.5% per day
Some of these values will be changed - Lemmings are currently running
rampent - We need to move them to some locations with cliffs .
Very soon we will be introducing animal aging so they will die off naturally.
Also animals predation will be implemented.
Thus we are not unduly concerned about the 1.5% daily growth rate - this should be addressed through the aging and predation.
- Hellzon
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- Chris Johnson
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Hellzon wrote:Anyway, would it mean of me to ask what those "probabilities" actually mean? Percentage chances?
Not sure ... as I didn't mention "probabilities"

But the "propensities" are used to calculate probablilities as follows :
For chance of Attack
We draw a random percentage from a normal distribution with a mean of "Attack_Chance / 10" and a standard deviation of +/- 0.3%
This is then divided by 4 and if it exceeds a random value drawn from a uniform 0 to 100 scale then the animal attacks
For chance of mating
We draw a random percentage from a normal distribution with a mean of "Reproduction_Chance / 10" and a standard deviation of +/- 0.3%
If this exceeds a random value drawn from a uniform 0 to 100 scale then the animal spawns
For chance of travel
We draw a random percentage from a normal distribution with a mean of "Travel_Chance" and a standard deviation of +/- 10%
If this exceeds a random value drawn from a uniform 0 to 100 scale then the animal travels - (if there is somewhere to travel to) .
Notice each is slightly different.
- T-shirt
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- Location: NL
I don't understand the animals system in Cantr. Animals are a complicated way to have random damage and animal resources.
I would prefer that individual animals were gone from Cantr. That each terrain type offer a diifferent yield of animal products; some meat, much bones, fur and hide in woods. Much Meat and hide, some bones and milk in plains. Etcetera. You can see what the yield per day will probably be and decide how many days your hunting project will be.
The animal attacks can be substituted by a random damage value for different locations.
What would be gone is the fruitless tries to get animal populations under control. A bad side effect is that animal resources can not be gathered anymore while busy with another project.
I would prefer that individual animals were gone from Cantr. That each terrain type offer a diifferent yield of animal products; some meat, much bones, fur and hide in woods. Much Meat and hide, some bones and milk in plains. Etcetera. You can see what the yield per day will probably be and decide how many days your hunting project will be.
The animal attacks can be substituted by a random damage value for different locations.
What would be gone is the fruitless tries to get animal populations under control. A bad side effect is that animal resources can not be gathered anymore while busy with another project.
Time flies like an arrow, fruit flies like a banana. - G. Marx
- formerly known as hf
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