As most people are aware, notch made mushrooms spread. this has resulted in mushrooms carpeting the surface of caves they spawn in.
Since I think we can agree that being able to farm mushrooms is a good thing, I have the following mechanics to propose to limit the issue.
1. mushrooms have a limited spawning distance.
a placed or generated mushroom has a "fertility"(for lack of a better term) of 16. when it reproduces, it creates mushrooms with a fertility of 15(or less, the exact number can be tweaked). Those will produce mushrooms of a fertility of 14, and so on. a mushroom with a fertility of 0 will not spread.
this will limit mushrooms to growing in a patch, not carpeting the entire cave. you can harvest from this patch, and the mushrooms will regrow, but will not spread out of this patch. if you place a mushroom, it will grow a patch around it, since it will have fertility 15.
2. randomize the shape
next, make it so the fertility decay is not even. the fertility 15 mushroom could spawn a fertility 14, or a fertility 14, or a 13, etc. This would serve to make the patches more uneven and organic.
3. thin them out
add in a rule that a mushroom will not grow if there are 3 mushrooms next to it. This will create arbitrary gaps in the pattern, so it is no a homogeneous blob of mushroom.
These rules should give a fairly natural patch of mushrooms, allow them to be farmable, but prevent caves from getting covered in hundreds of mushrooms.
This could also be added to interact with giant mushrooms. Say, a normal mushroom has a fertility of 8. A giant mushroom acts like a mushroom with a fertility of 16, and so generates a larger patch of mushrooms around it.
wow that seems like a fairly plausible and very good solution to a rather annoying problem, my server has a catacombs in an underground city blanketed on every surface by thousands of mushrooms and it is a massive job to clean them up. It would be great if this solution was put into the vanilla game
I had an idea for a less random configuration where the new mushrooms would form a fairy ring around the original one, sort of like this:
(The ring could possibly be larger and thicker.)
The original mushroom might then die out, or it could remain and allow the player to harvest the ring of mushrooms without having to replant the original.
Generation 1 has fertility 16, gives birth to generation 2, so you eat generation 1
Generation 2 has fertility 15, you eat them when they birth the next generation...
Generation 16 has fertility 1
Generation 17 is born infertile...
Mushroomsgoextinct!
The other issue is knowing in inventory which generation a mushroom is from.
Thus, any mushroom placed must be considered/reset as a Generation 1 mushroom with fertility 16, and the generation effect will only matter to mushrooms placed or that naturally occurred. This is the only way I see your idea working without mushrooms going extinct because of generation fertility degradation.
Yet, there is still an issue here, as this means there needs to be a constant script checking and identifying each as a different generation mushroom, rather than the simple script is likely is currently, which probably just checks to see if there is a vacant space for it to place another mushroom every so often.
It would be nice to see implemented as long as it can remain smooth without the script being felt.
Personally, I feel mushrooms are realistic as they are. Free to overgrow and carpet entire areas.
Thus, any mushroom placed must be considered/reset as a Generation 1 mushroom with fertility 16, and the generation effect will only matter to mushrooms placed or that naturally occurred. This is the only way I see your idea working without mushrooms going extinct because of generation fertility degradation.
Yet, there is still an issue here, as this means there needs to be a constant script checking and identifying each as a different generation mushroom, rather than the simple script is likely is currently, which probably just checks to see if there is a vacant space for it to place another mushroom every so often.
That is the way I saw it working. The point is to stop mushroom fields from growing without bounds on their own. If a player harvests a mushroom and places it down again then we know that the player wants a mushroom field there.
The mushroom generations would be stored in the metadata (like wool.)
16 different generations seems like more than is necessary, to be honest. The generations more or less determine the maximum radius of the field, and I feel that a radius of 8 would be plenty.
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Curse PremiumSince I think we can agree that being able to farm mushrooms is a good thing, I have the following mechanics to propose to limit the issue.
1. mushrooms have a limited spawning distance.
a placed or generated mushroom has a "fertility"(for lack of a better term) of 16. when it reproduces, it creates mushrooms with a fertility of 15(or less, the exact number can be tweaked). Those will produce mushrooms of a fertility of 14, and so on. a mushroom with a fertility of 0 will not spread.
this will limit mushrooms to growing in a patch, not carpeting the entire cave. you can harvest from this patch, and the mushrooms will regrow, but will not spread out of this patch. if you place a mushroom, it will grow a patch around it, since it will have fertility 15.
2. randomize the shape
next, make it so the fertility decay is not even. the fertility 15 mushroom could spawn a fertility 14, or a fertility 14, or a 13, etc. This would serve to make the patches more uneven and organic.
3. thin them out
add in a rule that a mushroom will not grow if there are 3 mushrooms next to it. This will create arbitrary gaps in the pattern, so it is no a homogeneous blob of mushroom.
These rules should give a fairly natural patch of mushrooms, allow them to be farmable, but prevent caves from getting covered in hundreds of mushrooms.
This could also be added to interact with giant mushrooms. Say, a normal mushroom has a fertility of 8. A giant mushroom acts like a mushroom with a fertility of 16, and so generates a larger patch of mushrooms around it.
I had an idea for a less random configuration where the new mushrooms would form a fairy ring around the original one, sort of like this:
(The ring could possibly be larger and thicker.)
The original mushroom might then die out, or it could remain and allow the player to harvest the ring of mushrooms without having to replant the original.
Mostly moved on. May check back a few times a year.
Generation 1 has fertility 16, gives birth to generation 2, so you eat generation 1
Generation 2 has fertility 15, you eat them when they birth the next generation...
Generation 16 has fertility 1
Generation 17 is born infertile...
Mushrooms go extinct!
The other issue is knowing in inventory which generation a mushroom is from.
Thus, any mushroom placed must be considered/reset as a Generation 1 mushroom with fertility 16, and the generation effect will only matter to mushrooms placed or that naturally occurred. This is the only way I see your idea working without mushrooms going extinct because of generation fertility degradation.
Yet, there is still an issue here, as this means there needs to be a constant script checking and identifying each as a different generation mushroom, rather than the simple script is likely is currently, which probably just checks to see if there is a vacant space for it to place another mushroom every so often.
It would be nice to see implemented as long as it can remain smooth without the script being felt.
Personally, I feel mushrooms are realistic as they are. Free to overgrow and carpet entire areas.
The mushroom generations would be stored in the metadata (like wool.)
16 different generations seems like more than is necessary, to be honest. The generations more or less determine the maximum radius of the field, and I feel that a radius of 8 would be plenty.
Mostly moved on. May check back a few times a year.