As most of you know, animals will be more persistent in the world when 1.8 comes around.
I would like to take it a step further.
In order to do this, there will need to be many changes made to how animals function and behave.
A quick note: This does not apply to hostile mobs at all. Hostile mobs would continue to spawn in the same way they already do.
Animal behavior:
First of all, animals would have to only randomly spawn upon world generation. Animals of the same type should group together and all move in the same direction.
Animals would also need to be stored with the world info, much like wolves are to save their position.
After the animals have spawned, they would never randomly spawn again. They would spawn through a new system that is far different than the current one: Reproduction.
Reproduction:
Here is an example: if there are two pigs within a certain distance of each other for a certain amount of time, a new pig spawns nearby. This would go for cows, sheep, chickens, wolves, and even squids.
Different animals, in my opinion, should have different reproduction rates. Pigs would reproduce the fastest, sheep and chickens would reproduce slower than pigs, wolves would reproduce a bit slower than that, and squids and cows would reproduce the slowest.
Population control:
What would keep these animals from overpopulating and spreading over the entire world? Simple: Wolves and spiders. Wild wolves and spiders would attack animals and kill them to thin out the population. Spiders are also venomous to animals, which causes them to deal 2 hearts of damage to animals instead of half a heart.
now, what keeps the wolf population down?
Spiders attack wolves viciously. Spiders also have a damage bonus against wolves, which is actually stronger than with animals. spiders to 3 hearts of damage per hit to wolves.
Wait, what about squids?
there would need to be something added that would keep the squid population down. I would like to suggest a new crab mob that is the size of a spider, and crawls along the oceans floor, attacking squids when they get close. The crab would do 2 hearts of damage with every attack, would be neutral to players, and have 7 hearts of health. Crabs reproduce at an even slower rate than squids. Squids can fight back against crabs, doing 1.5 hearts of damage with each attack.
Sea creatures don't really have a full ecosystem. Squids and Crabs keep each others populations in check. Squids are more numerous, but weaker, and crabs are less common, but stronger.
Food chains:
Surface food chain:
Players > spiders > wolves > animals
Water food chain:
Players > crabs > squids > crabs
Problems:'
what if some crabs spawn in a closed lake, and no squids spawn there too? Or if pigs spawn in a valley with no way in or out?
The idea I have for this is to have animals attack each other when it gets too crowded. I would suggest a counter that checks the amount of other animals within a certain distance of an animal. If there are too many, then the animal becomes hostile to other animals for a short amount of time.
What about chunks that you load and then leave?
i would think that reproduction should continue in those chunks, and there should be a check for wolves in that area, and a calculation would take place that would determine how often to delete animals from that chunk.
This could cause problems with extreme lag from having to calculate every chunk you have ever been to. Most likely, reproduction and predation would just be paused when you leave a chunk.
Advantages:
This system allows for easier and more realistic farming of animals. Pigs could be farmed and bred for pork, chickens can be raised for eggs, and cows could be raised for milk.
other suggestions:
I feel that sheep should regrow their wool at a certain rate, or else there would be no point in farming them.
Cows should be given a "beef" food drop, which would heal for more than pork, but it would be a gradual healing instead of an instant heal. I feel this is balanced by the fact that cows would reproduce more slowly than pigs, and the heal isn't instantaneous.
Conclusion:
please give me your feedback on this idea and let me know how it can be improved!
Instead of animals attacking each other if there are to many wouldn't it just be easier if they stoped spawning once a certian amount filled (example) 20x20 area. One of the big things 2 is that healing has to be instinanous so gradual heal from beef isn't possible but the addition of beef would allow the creation of new recipes so thats a plus to the new item. i think it would be nice to if you could herd animals to grow them in a "farm" fenced off so they can't escape and this allows person to more reasonable find the animals. granted to implement this you would have to decrease the spawning rates to balance.
Rollback Post to RevisionRollBack
From a realist point of view
Chickens are spawning in my house! Help! PLEASE!
Your house has been compromised therefore you must blow it to hell.
Instead of animals attacking each other if there are to many wouldn't it just be easier if they stoped spawning once a certian amount filled (example) 20x20 area. One of the big things 2 is that healing has to be instinanous so gradual heal from beef isn't possible but the addition of beef would allow the creation of new recipes so thats a plus to the new item. i think it would be nice to if you could herd animals to grow them in a "farm" fenced off so they can't escape and this allows person to more reasonable find the animals. granted to implement this you would have to decrease the spawning rates to balance.
I think it is possible to have gradual healing. Just have the beef heal you the same way it does in peaceful, except much slower.
Also, I like your idea of having them stop reproducing when there are too many instead of attacking each other.
As for decreasing the spawn rate to balance out animal farming, this suggestion sort of implies that it would be low enough to balance that.
An Eco system would have to be a complete circle and in your suggestion it kinda is but if you Implement crabs to kill squid then what will you implement to kill the crabs? And then you implement something to kill crabs then what will kill that?
The circle is ofcourse completed with the player. If the player kills the crabs then there will be no problem. But if the player doesn't then there will be over loads of crabs
This happens irl in my country, some guy thought it'll smart to bring frogs and rabbits into Australia, it got out of hand
If you really want it to be realistic, you'd have to make the hostile mobs spawn using this way as well. Plus let's face it: Sheep attacking predators back is not how the population of predators is going to be kept at bay. In the actual nature it's a constant system of a few steps:
-Wolves hunt sheep
-Wolves are able to reproduce
-There are too many wolves, and not enough sheep
-Wolves starve
-Due to the absence of wolves, sheep are able to reproduce
-Repeat.
So you'd have to make the Hostile mob spawn so that they can only reproduce when the parents are wellfed. Only then can you get a real ecosystem. But that'd not account for the player's influence. Because since the minecraft world is terribly small and there don't spawn that many mobs, the player could easily eradicate any species he doesn't like.
Um...Small? if you tried to walk minecraft it would take 820 hours from center to get to the far lands so what part of that is small?
Rollback Post to RevisionRollBack
From a realist point of view
Chickens are spawning in my house! Help! PLEASE!
Your house has been compromised therefore you must blow it to hell.
What about a spacial mod that when a new mob is made, slight changes can ocure, and that means only one thing... pig shows. Mine is tall and has a pinker complection then most.
Rollback Post to RevisionRollBack
Minecraft for the win.
Apocalypse for the win.
Awesomeness for the win.
Spelling ,err-er-ur, error for the loss .
I don't like the idea of them going extinct, but the general point of the thread makes sense. It may be a bit too complicated for Minecraft, however.
Rollback Post to RevisionRollBack
NO. Don't click New Thread. Read the rules. I don't give a damn how long or boring they are. If you do not, you will be subject to massive flaming and criticism by yours truly.
I don't like the idea of them going extinct, but the general point of the thread makes sense. It may be a bit too complicated for Minecraft, however.
Animals could really never ever go extinct, due to the fact that you can just walk into a different chunk and get more animals.
However, lets say you find an area that animals and whatnot CANNOT get into or out of. That is a closed ecosystem. If you were to kill all pigs in that area, then pigs wouldn't be able to immigrate to that area and replace the killed off population, causing extinction within that area.
Thats the idea at least but inevitably pigs would still exist it would just help with keeping pesky animals out of your village because lets face it being an overlord demands perfection even if the houses are empty lol
Rollback Post to RevisionRollBack
From a realist point of view
Chickens are spawning in my house! Help! PLEASE!
Your house has been compromised therefore you must blow it to hell.
Thats the idea at least but inevitably pigs would still exist it would just help with keeping pesky animals out of your village because lets face it being an overlord demands perfection even if the houses are empty lol
You could just make a fence around your town. The animals wouldn't be able to get back in because they would no longer randomly spawn on the grass inside the fence.
You could just make a fence around your town. The animals wouldn't be able to get back in because they would no longer randomly spawn on the grass inside the fence.
But that defeats the pleasure of making a population extinct now doesn't it?
I would like to take it a step further.
In order to do this, there will need to be many changes made to how animals function and behave.
A quick note: This does not apply to hostile mobs at all. Hostile mobs would continue to spawn in the same way they already do.
Animal behavior:
First of all, animals would have to only randomly spawn upon world generation. Animals of the same type should group together and all move in the same direction.
Animals would also need to be stored with the world info, much like wolves are to save their position.
After the animals have spawned, they would never randomly spawn again. They would spawn through a new system that is far different than the current one: Reproduction.
Reproduction:
Here is an example: if there are two pigs within a certain distance of each other for a certain amount of time, a new pig spawns nearby. This would go for cows, sheep, chickens, wolves, and even squids.
Different animals, in my opinion, should have different reproduction rates. Pigs would reproduce the fastest, sheep and chickens would reproduce slower than pigs, wolves would reproduce a bit slower than that, and squids and cows would reproduce the slowest.
Population control:
What would keep these animals from overpopulating and spreading over the entire world? Simple: Wolves and spiders. Wild wolves and spiders would attack animals and kill them to thin out the population. Spiders are also venomous to animals, which causes them to deal 2 hearts of damage to animals instead of half a heart.
now, what keeps the wolf population down?
Spiders attack wolves viciously. Spiders also have a damage bonus against wolves, which is actually stronger than with animals. spiders to 3 hearts of damage per hit to wolves.
Wait, what about squids?
there would need to be something added that would keep the squid population down. I would like to suggest a new crab mob that is the size of a spider, and crawls along the oceans floor, attacking squids when they get close. The crab would do 2 hearts of damage with every attack, would be neutral to players, and have 7 hearts of health. Crabs reproduce at an even slower rate than squids. Squids can fight back against crabs, doing 1.5 hearts of damage with each attack.
Sea creatures don't really have a full ecosystem. Squids and Crabs keep each others populations in check. Squids are more numerous, but weaker, and crabs are less common, but stronger.
Food chains:
Surface food chain:
Players > spiders > wolves > animals
Water food chain:
Players > crabs > squids > crabs
Problems:'
what if some crabs spawn in a closed lake, and no squids spawn there too? Or if pigs spawn in a valley with no way in or out?
The idea I have for this is to have animals attack each other when it gets too crowded. I would suggest a counter that checks the amount of other animals within a certain distance of an animal. If there are too many, then the animal becomes hostile to other animals for a short amount of time.
What about chunks that you load and then leave?
i would think that reproduction should continue in those chunks, and there should be a check for wolves in that area, and a calculation would take place that would determine how often to delete animals from that chunk.
This could cause problems with extreme lag from having to calculate every chunk you have ever been to. Most likely, reproduction and predation would just be paused when you leave a chunk.
Advantages:
This system allows for easier and more realistic farming of animals. Pigs could be farmed and bred for pork, chickens can be raised for eggs, and cows could be raised for milk.
other suggestions:
I feel that sheep should regrow their wool at a certain rate, or else there would be no point in farming them.
Cows should be given a "beef" food drop, which would heal for more than pork, but it would be a gradual healing instead of an instant heal. I feel this is balanced by the fact that cows would reproduce more slowly than pigs, and the heal isn't instantaneous.
Conclusion:
please give me your feedback on this idea and let me know how it can be improved!
They already store animal info with the tamed wolves. How do you think they will stya in an unloaded chunk and still be there when you come back?
I'm jsut suggesting taking it a step further and doing it for ALL animals, and also adding in reproduction.
BBCode Render failed due to reaching MaxNestingDepth(80) for Tag: spoiler
I think it is possible to have gradual healing. Just have the beef heal you the same way it does in peaceful, except much slower.
Also, I like your idea of having them stop reproducing when there are too many instead of attacking each other.
As for decreasing the spawn rate to balance out animal farming, this suggestion sort of implies that it would be low enough to balance that.
The circle is ofcourse completed with the player. If the player kills the crabs then there will be no problem. But if the player doesn't then there will be over loads of crabs
This happens irl in my country, some guy thought it'll smart to bring frogs and rabbits into Australia, it got out of hand
or a mob only disease?
Um...Small? if you tried to walk minecraft it would take 820 hours from center to get to the far lands so what part of that is small?
Apocalypse for the win.
Awesomeness for the win.
Spelling ,err-er-ur, error for the loss
.
Well, if you killed off every single one, then yes they would go extinct in that area unless more migrated in.
Brb, Gotta kill my child, go to court, and be found innocent.
Listen, try to be mature, k? This is a serious suggestion. Don't fill up the thread with idiotic, immature, profane jokes.
Animals could really never ever go extinct, due to the fact that you can just walk into a different chunk and get more animals.
However, lets say you find an area that animals and whatnot CANNOT get into or out of. That is a closed ecosystem. If you were to kill all pigs in that area, then pigs wouldn't be able to immigrate to that area and replace the killed off population, causing extinction within that area.
You could just make a fence around your town. The animals wouldn't be able to get back in because they would no longer randomly spawn on the grass inside the fence.
But that defeats the pleasure of making a population extinct now doesn't it?
Okay I'm obviously misunderstanding your point. Please elaborate.