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Draft animals/ animal husbandry

Copycat80 shared this feedback 5 years ago
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The ability to have draft animals would be such a welcome feature for medevial engineers.


We could have yolks for animals to pull our plows (and no longer ourselves). Horses would improve the speed at which players move about the world. Cows could give a new resource: milk, which could be used to make cheeses. Chickens could provide eggs as well as meat and fletching for arrows.

The possiblites are endless. Not to mention that it would greatly improve imersion.

Replies (9)

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+1 for this idea

Goats, Gooses, Oxes, Pigs, Sheeps, Ducks, Chicken ....

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Im all for this, if this game had animal husbandry/mounts it would be the best medieval sim out there. Pretty much already is but some features in Life is Feudal just make it that little more in depth.

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Anything to make the game feel more alive, to have new 'engines', and to be able to get to a nearby road to fast travel without walking for 5 years because you build your castle a bit away from the road...

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you can daisy chain claims from yours to the road -- build a line of them and you can fast travel between your own connected claims without a road. for example on an island we have three claim blocks lined up next to each other, and for 2 food you can fast travel up the mountain and down... any linked claims can be traveled!

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I agree 100% with this, you need to make the game feel alive, like your actually there, building is good but there is only so much before it comes boring, with animals it becomes a way of life, horse or donkeys to move about abit instead of a game running simulator,

would love to build animal pens etc MAKE THIS HAPPEN PLEASE !!!!!!!

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Also should have when someone replies the message does not just say 'support' but keen-support or something

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Regarding Animal Husbandry - we don't need individually animated animals wandering around*. imho to kickstart AH Farming in ME i would like to see individually placeable G menu blocks for animal husbandry.

take the logic of the windmill and put it horizontally: in order for the final output you must have connected correctly the series of buildings and once you do it all becomes animated just like the fun of a finished windmill. for example to produce chickens and eggs you need to place, after learning the tech, a Chicken Coop. attached to two of the four sides of that coop you must place Chicken Yards (adjust #s). once that is placed you can have as many as 10 (?) chickens in that coop and yards... after so many hours eggs will be available, check it with the F key at the base of the Chicken Coup just like working a gristmill. however you can kill a chicken which reduces egg count but gives chicken meat once... it gets fun then imho managing it all. plus now you need animal feed! you have to run grain to your chickens! just like a mill, in goes the grain and out comes the chicken eggs... *the chicken is the millstone...

apply similar animal husbandry blocks to any animal, like pigs - but now you need more yards to kick in the output which i guess is purely meat for pigs, a simple processing animal compared to others. goats can be milked like cows, sheep are for me wool and all of them finalized for meat... perhaps like flax you planted that you didnt harvest there is a natural death cycle to unharvested animals. you can't leave old bettsie out in the pasteur forever! so the F key function for each animal block can be unique. all share the same input of animal feed, i say just use grain, and all output a daily or final product. sheep add wool which i think can become the equivalent to linen string. give flax a break and introduce wool!

these ideas are so easy when you dont have to program anything... i say more more more more more more.... i would also suggest bar maidens and bar wenches, same idea - grain in and _____ out? no? too much?

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100% agree with this, I really hope they input this in

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Here is to add to your idea Horses would be good to ride and use and pull carts. Oxen would help pull carts (for the more economic and cheaper end). Cows for dairy (Milk and cheese) and hides. Pigs (for meat). Goats (for milk and meat). Sheep (for wool and weaving linen and meats as well). Moose (for meat, hide and antlers for moose heads). Bears (for hide, bear skin rugs and meat). Foxes (for meat and pelts). They can be placed in different regions on the map to help create a different environment for each region on the map. As you can see I had this idea as well and even stopped think about it in detail.

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Perfect uses for animals, breeding should be a thing too so male / female NPC so you can farm them and they should use food as a cost to balance the game so it would make farming more important then ever both for feeding them and for breeding.

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I like where you guys are coming from, but I am worried that this will harm the game in the future if all npcs become blocks. Perhaps a combination of the animal "block" and the animal npc. A player would have to "wrangle" an npc animal to get the required recipe to make a pen for that animal. Therefore there is no overpopulation of draft aninmals on the server becasue they are like deer and spawn in and out randomly, while the pens/ coops etc. can act like blocks.


Also concider making a way to allow for some free-form buidling of pens for animals, perhaps instead of having a singe sized pen for each animal species, have , instead,a food trough (manger) that can support X number of animals and the animals spawn around the food trough in X area. so that a player can make a pen out of the default fencing blocks in game, and use the food troughs to populate it.

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CopyC - we could then have Free Range chickens which we all know are better meat!

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Livestock for sure, it takes days to travel around just one region and it can be hard to get to a path that is nowhere where you start and decided to set up base, horses, mules or donkeys could all server there own purpose, donkeys are great for pack animals where mules have a bit more speed but can't breed, horses can't carry much on there back would be good for speed. donkeys and mules should be able to pull carts to go up hills and pull loads of resources to fether bases or settlements I recently decided to move my started base from the center of the region to the edge of the region where there were more trees for wood I had 4 carts to move each cart took 1 day to pull by rope on the path as you can't fast travel with carts. this would help people travel. wheat would do fine for food for horses and cows pigs eat veggies and chickens eat seeds so you have all the things implemented into the game pretty much you just need a way to feed them, like a feeding trough.

Ark Survival Evolved had a decent system for feeding the creatures and it would fit in with this game if you use a similar mechanic that way you keep the functionality of seeds and foods the same but if it's in the troughs inventory it justs gets used over time by the livestock. Also, this would open many doors for mod creators if you get this implemented.


As far as farm animals go Totaly yes new food items like pork and beef chicken would be good cows do have the ability to make milk so you can use that for more foods etc. not sure how you plan to get these items, if you find them in the world that's great but you should consider down the road after you release this feature to have some way to breed them with each other so that you can have a steady supply of food.

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