

Ecosystem - Fauna
Make fauna living. PREVIEW — Wild animals repopulate after hunting; herbivores graze tallgrass near
Description
<p data-pm-slice="1 1 []"><strong>PREVIEW</strong> — Wild animals repopulate after hunting; herbivores graze tallgrass near you. Vanilla spawn replaced by niche-aware ecology (land claims safe).<br><br><br></p> <h3 data-pm-slice="1 1 []">⚠ Public preview — please report feedback</h3> <p>This is an <strong>early test build</strong> (<code>1.2.0-preview.1</code>). Core repop + grazing work, but balance and edge cases need <strong>your</strong> playtesting. Comments on the ModDB page or GitHub issues are welcome.</p> <p><strong>Not in this preview:</strong> fauna inspect hotkey (coming in 1.2 — <strong><code>I</code> is used by Ecosystem - Flora</strong> for plants).</p> <hr> <h3>What this mod does</h3> <p><strong>Ecosystem - Fauna</strong> replaces vanilla wild-animal runtime/worldgen spawn for selected species with a <strong>population ecology</strong> system:</p> <ul> <li> <p>Kill animals in an area → population <strong>recovers over time</strong> (season, niche, carrying capacity)</p> </li> <li> <p>Activity near <strong>online players</strong> (configurable radius)</p> </li> <li> <p><strong>Land claims</strong> — no repop or grazing inside claims</p> </li> <li> <p>Remove the mod — existing animals <strong>stay</strong> in the world</p> </li> </ul> <p><strong>Grazing (new):</strong> deer, sheep, goats, and others eat <strong>tallgrass</strong> under their feet (→ <code>tallgrass-eaten-free</code>). Flowers and herbs may be eaten as collateral — they do <strong>not</strong> regrow via this mod (pair with <strong>Ecosystem - Flora</strong> for meadow recovery).</p> <hr> <h3>Managed species (v1 preview)</h3> <table style="border-collapse: collapse; border-color: #34495e; border-style: solid; height: 102px; width: 619px;" border="2"><colgroup><col><col></colgroup> <tbody> <tr> <th style="width: 294.062px;" colspan="1" rowspan="1"> <p>Group</p> </th> <th style="width: 322.938px;" colspan="1" rowspan="1"> <p>Notes</p> </th> </tr> <tr> <td style="width: 294.062px;" colspan="1" rowspan="1"> <p>Deer, hare, chicken, pig, sheep, goat</p> </td> <td style="width: 322.938px;" colspan="1" rowspan="1"> <p>Repop + grazing (where diet applies)</p> </td> </tr> <tr> <td style="width: 294.062px;" colspan="1" rowspan="1"> <p>Fox, wolf, hyena</p> </td> <td style="width: 322.938px;" colspan="1" rowspan="1"> <p>Repop + light predator pressure</p> </td> </tr> <tr> <td style="width: 294.062px;" colspan="1" rowspan="1"> <p>Bear, raccoon</p> </td> <td style="width: 322.938px;" colspan="1" rowspan="1"> <p>Patched; <strong>off by default</strong> in repop profiles</p> </td> </tr> </tbody> </table> <p><strong>Not managed:</strong> fish, drifters, locusts, traders, tamed animals.</p> <hr> <h3>Companion: Ecosystem - Flora</h3> <p><strong>Optional.</strong> Same ecosystem family, separate modid (<code>ecosystemflora</code>).</p> <ul> <li> <p>Flora = plants spread, <strong><code>I</code></strong> inspect for blocks</p> </li> <li> <p>Fauna = animals repop + graze — <strong>no inspect hotkey yet</strong></p> </li> </ul> <p>Recommended together: grazed grass regrows via Flora/vanilla eaten-grass logic.</p> <p><strong>Do not co-load</strong> <code>wildfarmingrevival</code> with Flora/Fauna ecosystem mods.</p> <p><strong>Avoid</strong> EC-Revived alongside Fauna (spawn patch conflicts).</p>
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