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The terms "deathActionWorkerClass" and "ToxicSensitivity" are both outdated.
For the Boomalope, Boomrat, and Insect_Base.
They should be <deathAction><workerClass>
and
<ToxicResistance>.
I tested these changes locally and it worked out.
Now you will receive less meat when butchering smaller animals without the animals starving to death prior to getting butchered.
Thank you @Asterai
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General mechanics
Saturation is measured in units of nutrition. There are 2 distinct measures of saturation.
Maximum nutrition, or how much nutrition a pawn can store at any one time. It is dependent on the body size of the species as well as the body size factor and food max factor according to the pawns life stage. The function is species_body_size × body_size_factor × food_max_factor. For adult specimens body size factor and food max factor are both 1. An adult human (with a body size of 1) can therefore hold up to 1 nutrition.
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As such, making the smaller animals even smaller to provide less meat when butchered had a negative impact on the animal's ability to store food. Hence the reason my mod makes the smaller animals eat like it was the end of the world.
I will reassess. Thanks!
I learned this while investigating why my chickens were nearly starving to death overnight in a lush field.
Uninstalling your mod returned them from body size 0.03 to the normal 0.3.
Cats on the other hand... cute AND advanced trainability. Too small to be pack animals but they can haul. Not much... but they can haul!
I can see how a Trading Caravan of monkeys could flood the screen and cause some serious lag. That being said, I based the mod off of my modified sizes of the animals. Hopefully the results are not as bad as your previous experience. Cheers!
For the pack animal part, just to let you know that I had this experience with a mod which turns warg, husky, cats, foxes, etc, into hauling animals: It causes fps lags for potato computers or mac. The problem is that the lower carrying cap of these animals leads to traders bringing a lot of them to carry all the items for trading. And for some reason the game's AI won't use too many different kinds of animals within 1 caravan...(?) Or maybe the game just doesn't choose the more efficient animals, and just base their choice on random picking.