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Posted

I think the real problem is, why the animals are at default 200% swimming speed while seraphs are like drowning chicken in the pool. I effectively cannot catch up with the fleeing deer once it ran into ocean.😵‍💫

Posted
4 hours ago, V1ncent said:

animals are at default 200% swimming speed

This baffles me.

Clever use of waterways and pools was something ancient hunters used to slow and exhaust their quarry. Why on earth can I be out-swum by a chicken? 

  • Haha 1
Posted

I have no clue how coding works or anything like that so i don't know if its possible but maybe having it so if an animal is in saltwater for X amount of time and is X amount away from land it will travel back to its last location on land? I still really love the game though :D

  • 1 month later...
Posted (edited)

200% swim speed is a big problem. I understand the need to balance water abuse, but "solution" seems pure nonsense.
Just now an escaping goat jumped into the ocean from a cliff, submerged and disappeared into the depths with a speed of a scuba scooter. It is fun, true, but gets old quickly.

How about just make animals... avoid water? Like they actually do in real life? Adjust their pathfinding so that they would prefer running on dry land instead of jumping in the water like a flock of scared seals? This will fix all the problems without straying from realism to old cartoons logic. Grazing animals would be able to flee (since they have fair speed advantage on land), predators would remain a tough challenge since they will refuse jumping into the killing pool, and all this while animals remain themselves and not turn into speedboats the moment they touch water.

It might be harder to code, but seems to be way better a solution overall.

Edited by Stranger92
  • Like 1
Posted (edited)
On 4/22/2026 at 7:01 PM, Stranger92 said:

200% swim speed is a big problem. I understand the need to balance water abuse, but "solution" seems pure nonsense.
Just now an escaping goat jumped into the ocean from a cliff, submerged and disappeared into the depths with a speed of a scuba scooter. It is fun, true, but gets old quickly.

How about just make animals... avoid water? Like they actually do in real life? Adjust their pathfinding so that they would prefer running on dry land instead of jumping in the water like a flock of scared seals? This will fix all the problems without straying from realism to old cartoons logic. Grazing animals would be able to flee (since they have fair speed advantage on land), predators would remain a tough challenge since they will refuse jumping into the killing pool, and all this while animals remain themselves and not turn into speedboats the moment they touch water.

It might be harder to code, but seems to be way better a solution overall.

The AI actually already weighs blocks differently when choosing it's path, and water is indeed weighed lower than most solid blocks. However I think it's still way too high and generally the "fear" from a threat overrides it. I think it would be pretty easy to mess around with those values and find something that feels better.

As-is, you can still create similarly "cheesy" traps by making large dirt funnels that kite animals into a hole. I put cheesy in quotes becuase building things out of earth and stone to trap animals and control wild herds is a very ancient and effective hunting method. Buffalo Jump here in Alberta comes to mind.

Edited by LeviticusFox
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