Animal Trapping

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Chris Johnson
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Postby Chris Johnson » Fri Jun 16, 2006 9:07 am

N-Aldwitch wrote:As in it doesn't exist.

Oh, the reason why this hasn't been implemented, by the way, is because animals haven't been deindividualised apparently.


I'm unsure where you heard that - There are no plans to deindividualise animals - animals have already been individualised and will stay that way.
There are other good reasons why this is has not been implemented , nothing to do with how the program handles animals.
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Spillages
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Postby Spillages » Fri Jun 16, 2006 10:45 pm

do we get to know or do we just sit here and act stupid?
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Phalynx
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Postby Phalynx » Fri Jun 16, 2006 11:26 pm

Spillages wrote:do we get to know or do we just sit here and act stupid?


Aaaah but you do it so well! :wink:
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Spillages
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Postby Spillages » Fri Jun 16, 2006 11:37 pm

Phalynx wrote:
Spillages wrote:do we get to know or do we just sit here and act stupid?


Aaaah but you do it so well! :wink:


I get lots of practice at it when stuff like this happens.
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Chris Johnson
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Postby Chris Johnson » Sat Jun 17, 2006 9:04 am

Chris Johnson wrote:
N-Aldwitch wrote:As in it doesn't exist.

Oh, the reason why this hasn't been implemented, by the way, is because animals haven't been deindividualised apparently.


I'm unsure where you heard that - There are no plans to deindividualise animals - animals have already been individualised and will stay that way.
There are other good reasons why this is has not been implemented , nothing to do with how the program handles animals.


Here I was referring to why animals which die of natural causes don't drop resources .

The main reason is system resources - There are about 4000 to 6000 animals deaths due to old age every day . The overhead in identifying what resources they drop, and how much, then seeing if there is a pile of that resource to add to or whether we make a new pile is collosal, relative to the simple command to kill the animal (i.e. remove it from the d/b) .

The second reason is that , whilst animal sourced resources eventually rot away outside we'd soon face cases of massive piles of animal resources in most locations , most of which (c.95%) have no character in them to clear up/use the mess . This would also require more system resources to display them everytime someone looked at the ground , not as bigger load as the main reason but significant.

Spillages, Your own idea about trapping animals is (IMHO) a good one, but not totally original , something akin to trapping would probably be the first step in domestication and has been discussed before (though those discussions may have been in the RD/ProgD private threads)
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Postby formerly known as hf » Thu Apr 23, 2009 12:25 pm

From rejected duplicate:
http://forum.cantr.org/viewtopic.php?t=16966
Drael wrote:On the technology side, its much harder to survive and get started than it would be in RL. This is primarily because there are no simple snares and traps for animals. Given no weapons, in the forest, one would make a simple snare, and in early societies, thats most of what they did (cavemen primarily trapped birds). Traps and snares would make it easier to initially get those vital animal parts for further tools. (For example use wood, sticks etc, to make a trap/snare, then get your bones, hide, meat etc).
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