{"schemaVersion":1,"record":{"key":"mechanic/survival-construction--t125","type":"mechanic","id":"survival-construction--t125","lang":"en","title":"Hunting, ecosystems and predator-prey relationships","summary":"Hunting uses prey traces and behavior, while population changes affect future food availability and hazards.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/survival-construction--t125/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/survival-construction--t125.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/survival-construction--t125.md","aliases":["Hunting and predator-prey interactions"],"tags":["Survival, crafting and construction","Mechanics and variants"],"sourceIds":["source-2350e106ed66faaf","source-f7441d52b2ede78b"],"sources":[{"id":"source-2350e106ed66faaf","title":"Klei: Don’t Starve","url":"https://www.klei.com/games/dont-starve","verifiedAt":null},{"id":"source-f7441d52b2ede78b","title":"Bulletstorm","url":"https://gamemechanics.org/patterns/feeding-enemies-to-creatures","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Hunting uses prey traces and behavior, while population changes affect future food availability and hazards."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t125-variants\"></a>\n\n- Tracks indicate movement direction and recency. <a id=\"t125-v1\"></a>\n- Bait uses preferences of a particular species. <a id=\"t125-v2\"></a>\n- Wind changes the success of a concealed approach. <a id=\"t125-v3\"></a>\n- Population recovery connects yields to hunting pace. <a id=\"t125-v4\"></a>"},{"id":"example","title":"Design example","body":"Depleted small prey causes predators to approach the camp more frequently.\n\nPrototype check: Test whether observed behavior supports useful predictions and the ecosystem persists while the player is absent."},{"id":"context","title":"Context and limits","body":"Survival connects supply consumption, environmental conditions and preparing a safe return; construction changes that relationship. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[],"placements":[{"catalogId":"survival-construction","id":"t125","title":"Survival, crafting and construction","url":"https://gamemechanics.pro/en/mechanics/survival-construction/#t125","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Hunting and predator-prey interactions","description":"Hunting uses prey traces and behavior, while population changes affect future food availability and hazards.","image":{"src":"images/mechanics/world-feeding-enemies-to-creatures.webp","width":498,"height":276,"game":"Bulletstorm","sourceUrl":"https://gamemechanics.org/patterns/feeding-enemies-to-creatures","originalUrl":"https://cdn.gamemechanics.org/webm/bulletstorm_feeder.webm","sourceFrameSeconds":0.6,"credit":"People Can Fly / Epic Games; frame from clip via GameMechanics.org; visible source watermark: GRAVITY BOOTS","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. Visible source watermarks preserved. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"The player sends a target toward a carnivorous plant","alt":"The player sends a target toward a carnivorous plant","markers":[{"x":43,"y":48,"label":"Enemy airborne after the hit"},{"x":45,"y":25,"label":"Carnivorous plant beside the target"}]},"tips":["Let players predict prey behaviour from observable cues."],"examples":[{"title":"Bulletstorm","url":"https://gamemechanics.org/patterns/feeding-enemies-to-creatures"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/survival-construction"}}