Quick answer: Gate breeding on a mature opposite-sex pair, sufficient food, and a cooldown, and cap herd growth against the pasture's carrying capacity.

Livestock that never multiply or that swarm a pasture into a famine both come from missing breeding conditions. Either the pairing rules are too strict or there is no upper bound. Gate reproduction on real conditions and a carrying capacity. Here is the fix.

How to fix it

1. Require a valid breeding pair

Allow reproduction only when a mature male and female of the species are present, fed, and past a breeding cooldown, so the herd grows under sensible conditions instead of never or instantly.

2. Cap against carrying capacity

Compute the pasture's carrying capacity from available food and space, and suppress or slow breeding as the herd approaches it, preventing a population explosion that starves itself.

3. Cull or warn on overshoot

If the herd still exceeds capacity, apply gradual attrition from hunger and warn the player rather than letting an unbounded herd lock up the simulation with starving animals.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every GameMaker error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.