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Flopping pacus aren't overcrowded


Fradow
  • Branch: Live Branch Version: Windows Fixed

More than a bug report, this is a real question: is that a bug, which might eventually get fixed and that we shouldn't rely on, or is that an intended behavior that's there to stay? (or an unintended behavior, or should I say "happy little accident" that's there to stay regardless).

That's an important question for the community (several people have spent quite a lot of time around that behavior already), because it would let us know if we can use that in survival with reasonable expectation it won't break in a future update (like we do with submerged vents/electrolyzers).

The behavior in question is that flopping pacus aren't overcrowded, despite being in a small room where they should.

This allows intermittently making them non-flopping so they can eat and lay eggs, and let them flop the rest of the time, to enable very small Pacus ranches, compared to the size it should take to keep them happy, at the cost of a lower eggs output per Pacu (about half, which is still very significant compared to the space savings).

Here is the link to the original discovery of the behavior

Here is a more recent build that shows a smaller build

And here is a state-of-the-art build, courtesy of @ghkbrew:

Screenshot_from_2022-03-24_09-46-05.thumb.png.a8318d7e2d37076da78530c983a2c783.png

Here is a quick save file with the build. It's barely initialized, but it will grow and is configured for 10 breeders as long as you continue providing food.

Flopping pacus.sav


Steps to Reproduce
  • Get several fed pacus in the same cell
  • Ensure they are flopping (not enough water)
  • Check their status: they are not overcrowded, and their
  • Like 1



User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

Since there been no answer from anyone from Klei despite other bugs being looked at and the report hasn't been marked as a known issue, I'll go ahead and consider that as a "happy little accident" that's there to stay for the time being, and hope it stays there in future updates!

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