Purpose & Player Value
Raising animals as a player gameplay system. The owner requested inclusion on 2026-09-13.
Scope: confirmed. Detailed design: draft. Implementation and owner PIE: not verified.
Scope
Include a dedicated livestock system in Lambeer. The request confirms the feature area, without selecting its content, complexity or delivery phase. The decision matrix below defines what must be resolved before runtime work.
Out of Scope
This change delivers design documentation. Runtime implementation, asset authoring and testing are separate work. No gameplay subfeature has been explicitly excluded or approved beyond the confirmed system area.
Terminology
Livestock: animals raised through this system. Enclosure: a possible husbandry space; construction and containment behavior are not yet defined. Wild-animal hunting is a separate undecided scope question.
Functional Behavior
Design questions, not confirmed mechanics.
| Area | Behavior to specify | Status |
|---|---|---|
| Acquisition and housing | Acquisition route, species list, housing/enclosure rules and access permissions. | TBD |
| Animal care | Food/water needs, health, neglect, movement and interactions with players or threats. | TBD |
| Lifecycle and outputs | Which lifecycle stages and outputs exist, collection rules and any breeding or slaughter scope. | TBD |
States & Flows
Candidate review flow: acquire animal → establish allowed housing → provide care → obtain an approved outcome. Birth, maturation, reproduction and death states require explicit design decisions before implementation.
Exact states, transitions, interruption/cancellation and timing rules are TBD.
Rules & Edge Cases
Resolve simultaneous player interactions, inventory capacity, access changes, damage during interactions, disconnect, unload/reload and server restart. Decide offline simulation explicitly; elapsed real time must not be treated as an approved growth/care rule.
The project uses dedicated-server authority. Feature-specific state, save schemas and replication strategy remain design work.
Dependencies
Integration review targets; crop-as-feed is not part of the agriculture first increment.
FEAT-AGRICULTURE— Potato, Corn, Tomato and Cabbage exist as food crops; using them as animal feed remains a livestock decision.FEAT-SURVIVALFEAT-INVENTORYFEAT-BUILDINGFEAT-CRAFTING-PROGRESSIONTECH-NETWORK-ARCHPIPE-ROADMAPDEC-BACKLOG
Related runtime data, meshes, animations, audio and Unreal asset paths: not specified or verified in this documentation pass. This HTML is the design source of truth; runtime data authority remains to be selected.
Acceptance Criteria
AC-LIVESTOCK-DOC-001: the confirmed system scope and unresolved details are separately visible in the canonical document and indexed from the hub.AC-LIVESTOCK-DESIGN-001: before implementation, owner decisions define the initial content set, state transitions, inputs/outputs, permissions, failure cases and offline/restart policy.AC-LIVESTOCK-PLAY-001: after implementation, the owner validates the approved loop, two-client consistency and relevant restart scenarios against those decisions. No runtime acceptance is claimed here.
Open Questions
TBD-LIVESTOCK-001 — Species and husbandry loop
Which livestock species are supported; how animals are acquired, housed, fed, watered and managed; and whether breeding, growth, animal products or slaughter are included.
TBD-LIVESTOCK-002 — World rules and persistence
How ownership, enclosure permissions, escape, AI movement, damage/death, raiding, offline care, unloaded areas and server restarts work; required saved state and authority validation.
TBD-LIVESTOCK-003 — Delivery and tuning
Release phase, first playable species, care intervals, outputs, population limits, costs, progression, UI, animation/audio assets, runtime data ownership and measured AI budgets.
Revision history
2026-09-13 — Added the owner-requested system scope. Detailed mechanics, scheduling and implementation remain unresolved.