Workable mushroom farming
#1
Posted 22 June 2010 - 11:36 PM
Part a.
Mushrooms do spread. However, they also die. In a natural setting, like a cave, Their spread rate and death rate are equal, so on average you have a steady population of mushrooms, and you don't get caves full of mushrooms.
Part b.
You can get fertilizer. There are plenty of suggestions floating around for sources of fertilizer, that is not the point. Assume you can get fertilizer from one or more sources. With it, you can fertilize your ground. This would make things grow faster/more often on it. A Fertilized tree would grow bigger and/or faster, fertilized crops grow faster, and, key to this idea, mushrooms are more likely to spread on it. This shifts mushrooms from a steady-state growth that is unfarmable, to spreading faster than they die, so they can be harvested without destroying your supply.
You would have to keep your mushroom farm well-fertilized, but if you research real mushroom farms, this is reasonable. This could also be extended to flowers and any similar plants we get in the future. All the normal requirements for mushroom placement hold, so you have to keep the mushroom farm dark.
Ancillary to this idea, a dimmer light source for lighting the mushroom farms would be handy. Say, something along the lines of a candle, that starts out half as bright, and correspondingly illuminates half as far.
#2
Posted 22 June 2010 - 11:40 PM
Candles is a great idea but wax would need to be added. If carry-able torches are added I don't think they should affect growth for trees/flowers/mushrooms.
My internet decided to submit this unfinished so EDIT!
#3
Posted 22 June 2010 - 11:43 PM
Mystify said:
Ancillary to this idea, a dimmer light source for lighting the mushroom farms would be handy. Say, something along the lines of a candle, that starts out half as bright, and correspondingly illuminates half as far.
#4
Posted 23 June 2010 - 12:26 AM
#5
Posted 23 June 2010 - 08:57 AM
#6
Posted 23 June 2010 - 09:06 AM
Swingerzetta said:
This. You've got a fantastic solution to the mushroom conundrum here. If a bit fragile.
#7
Posted 23 June 2010 - 09:22 AM
#8
Posted 23 June 2010 - 12:44 PM
A10050 said:
Looks like an interesting idea. I think untouched mushrooms should only die if they've succesfully created a spawn. Y'know, so you can actually find them.
#9
Posted 23 June 2010 - 01:35 PM
#10
Posted 23 June 2010 - 04:51 PM
#11
Posted 23 June 2010 - 05:52 PM
I apologize if I go too off track with this.
If it is the ideal conditions aspect of it, i.e. anything damp and dark, it could expand so that certain things produce certain mushrooms, say a log block would produce one type, grass/dirt another, cobblestone would make moss. Would make for specialized 'shroom rooms. Perhaps out of every 5 or so normal expected mushrooms, you could get a unique one. Despite trying to come up with a different name for it, I keep thinking of a "critical success" mushroom lol. These unique mushrooms could be your glowing mushrooms or any other special mushroom idea that comes up in the future if implemented.
If it is just the starter mushroom part, I would think the mushroom type to be random on new mushroom growth, I think having a patch of all one kind of mushroom wouldn't look as nice as one sprinkled with a variety every now and then. Say you intend to grow the edible (brown) type mushrooms, a small percent of the patch could have your red ones, or the glowing ones.
Anyways, just a few thoughts, I'd prefer the ideal conditions/material type determines mushroom type one personally though. Gives a sense of control and makes it feel like farming it rather than designating a mushroom reservation
#12
Posted 23 June 2010 - 06:04 PM
You would control which mushroom types you get by which types you put into your farm. If there are too many of a certain type growing for your taste, harvest it more heavily to cut back on its population. You have to re-fertilize blocks on occasion, so you have to put work into farming them.
#15
Posted 23 June 2010 - 09:29 PM
#16
Posted 23 June 2010 - 09:36 PM
#17
Posted 23 June 2010 - 09:52 PM
Lordofq said:
A little off topic, but Minecraft was not inspired by Dwarven Fortess. Infiniminer is Minecraft's inspiration. Sure, some people probably have made suggestions when inspired by Dwarven Fortress, but Notch was not inspired to create Minecraft by Dwarven Fortress.
On-Topic: This does seem to be an elegantly simple method of mushroom growing. I would personally be happy if it were implemented.
#18
Posted 23 June 2010 - 10:08 PM
EDIT: Oh yeah. Doing the ol' slippery slope on myself.
#19
Posted 23 June 2010 - 10:37 PM
blaster said:
If necessary a mushroom could randomly grow in the dark now and then. but with infinite, you can just explore to new territory to find a mushroom. they won't ever quite go extinct.
#20
Posted 23 June 2010 - 10:56 PM
When you consider that fresh mushroom patches appear when you explore new chunks, I don't think it would be a problem.















