For each chunk (or x number of chunks), there should be a maximum number of animals of each type that can be in it for more than X seconds, based on the biome and not counting "tamed" animals. Animals will stop breeding when they reach this number.
Short, simple, effective.
Edit: No, this won't stop player caused extinctions, but it should stop animals from overpopulating.
On the other hand, Minecraft diamonds are clearly different from real diamonds. For one thing, you can't just hit a cubic meter of 'diamond ore' with a pickaxe and get shiny, cut gems.
If we're going to start being realistic, you should have to cut them, at least.
I know that this isn't dwarf fortress, but I have seen someone break a diamond microtome* blade before. Not fun to replace.
*it's a tool for cutting extremely thin slices of things for slides.
Cool! But I can already hear people complaining, "Notch stole that from Terraria!"
Tereria does it so unrealistically, though! Starmetal (or Iridium-steel? there's probably a better name for it.) would be found like it is real life- a small chunks in dirt blocks in and around crater depressions in the landscape that could look like little holes, valleys, and lakes. It would probably require a special furnace to smelt, because of the high melting point of the alloy, or need to be mixed with iron and re-smelted.
people would rage at the new name, besides minecraft is unrealistic so in minecraft, a game with zombies and screaming flying jelly fish, Diamonds are the best item.
Except Titanium is extremely hard to work with even with all that high tech metal working stuff. Plus diamonds are cooler. and notch will never change that.
Diamonds are hard but brittle. As in it takes a large amount of force to start them bending, but they don't handle the bending well.
Starmetal (iridium-iron alloy found in meteorites) would work nicely.
Wow cool, you actually added my idea to this poll ? Sweet :smile.gif:
Addition :
If animals would eat tall grass, which itself should grow, too, we had a pretty nice precondition for herding animals, because a number of mobs would need a certain area, which is big enough to sustain them. Could prevent mass production :laugh.gif:
I'm aware this is a bit tricky to implement, but it would be a very nice addition.
P.S: How do you intend to remove incest ? You would need to make every animal unique so you can actually avoid this ^^
I'd be worried about the lag this might cause on slower machines, especially in grasslands. It would be like having a 1,280 block farm which was constantly being updated.
Animals breeding without the aid of the player, especially wild ones, is a recipe for disaster unless handled very, very, very careful. I spent years playing a game series called "Creatures", which was based around breeding and raising creatures called norns. Now, the norns could overpopulate the game world without a max population limit, especially in the third game, but the real problem was the ecosystem the game came with; the animals tended to die out too quickly or would breed explosively until the player was forced to use the command line to wipe them out.
The best way to handle independent breeding would be to prevent animals from going over (initial number spawned within X chunks + N, where N is a number specific to each biome), and have animals despawn from chunks that become overpopulated from migration. It may work to have a maximum population for each kind of animal, so that sheep would become the most common animal in mountain biomes, cows in grasslands, pigs in forests and swamps, etc...
++++
For wool color breeding, I think the most realistic way to do it and provide a good distribution would be to use a simple system based off of Mendelian genetics.
For white to black colors, I propose that sheep have two genes: "More" and "Less", which I will represent this way:
MW for the More white allele
Mb for the More black allele
LW for the Less white allele
Lb for the Less black allele
The white alleles are dominant over the black alleles, and the More and Less genes are incompletely dominant to each other. So:
At least one MW and at least one LW = white.
At least one MW and two Lb =light grey.
Two Mb and at least one LW = Grey
Two Mb and two Lb= Black.
The colors brown and pink should be handled by a system where white is dominant over both, and brown is dominant over pink.
So if W= white, b= brown, and p= pink
WW, Wb, and Wp= white
bb and bp= brown
and pp= pink.
... That was annoying to type up.
To keep tract of animals, you should be able to name them somehow. Maybe collars?
Edit: If anyone doesn't understand any of the above, I'll try to clarify as best as I can.
0
At first, I thought they were a dirt wall, but then I increased my brightness setting. That is amazing.
0
For each chunk (or x number of chunks), there should be a maximum number of animals of each type that can be in it for more than X seconds, based on the biome and not counting "tamed" animals. Animals will stop breeding when they reach this number.
Short, simple, effective.
Edit: No, this won't stop player caused extinctions, but it should stop animals from overpopulating.
0
I know that this isn't dwarf fortress, but I have seen someone break a diamond microtome* blade before. Not fun to replace.
*it's a tool for cutting extremely thin slices of things for slides.
Tereria does it so unrealistically, though! Starmetal (or Iridium-steel? there's probably a better name for it.) would be found like it is real life- a small chunks in dirt blocks in and around crater depressions in the landscape that could look like little holes, valleys, and lakes. It would probably require a special furnace to smelt, because of the high melting point of the alloy, or need to be mixed with iron and re-smelted.
Diamonds could still be the best equipment.
0
Diamonds are hard but brittle. As in it takes a large amount of force to start them bending, but they don't handle the bending well.
Starmetal (iridium-iron alloy found in meteorites) would work nicely.
0
0
0
0
Wild rice grows in marshes and shallow lakes, so maybe it could be found only in swamp biomes?
0
So, using the Hardy-Weinburg Principle, we can figure out what the frequencies of each allele are.
For random spawning, a random number generator should be used to pick six alleles, two per gene, for each sheep.
So, for the grey scale genes:
.68 probability for a W allele
.32 probability for a b allele
For the brown/pink genes:
.79 for W allele
.17 for b allele
.04 for p allele
0
0
Count the fingers.
0
I'd be worried about the lag this might cause on slower machines, especially in grasslands. It would be like having a 1,280 block farm which was constantly being updated.
0
0
FYI: Deadspace does not count; it's more of a fun romp through an alien ship...
0
The best way to handle independent breeding would be to prevent animals from going over (initial number spawned within X chunks + N, where N is a number specific to each biome), and have animals despawn from chunks that become overpopulated from migration. It may work to have a maximum population for each kind of animal, so that sheep would become the most common animal in mountain biomes, cows in grasslands, pigs in forests and swamps, etc...
++++
For wool color breeding, I think the most realistic way to do it and provide a good distribution would be to use a simple system based off of Mendelian genetics.
For white to black colors, I propose that sheep have two genes: "More" and "Less", which I will represent this way:
MW for the More white allele
Mb for the More black allele
LW for the Less white allele
Lb for the Less black allele
The white alleles are dominant over the black alleles, and the More and Less genes are incompletely dominant to each other. So:
At least one MW and at least one LW = white.
At least one MW and two Lb =light grey.
Two Mb and at least one LW = Grey
Two Mb and two Lb= Black.
The colors brown and pink should be handled by a system where white is dominant over both, and brown is dominant over pink.
So if W= white, b= brown, and p= pink
WW, Wb, and Wp= white
bb and bp= brown
and pp= pink.
... That was annoying to type up.
To keep tract of animals, you should be able to name them somehow. Maybe collars?
Edit: If anyone doesn't understand any of the above, I'll try to clarify as best as I can.