Split flowercow into different types #3046

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opened 2022-11-15 04:21:30 +00:00 by AliasAlreadyTaken · 12 comments

Let's gather ideas here. The Landguards are already kind of a flowercow for trees, they could be included.

Different types mean "same model, different skins"

  • original flowercow, which only plants flowers
  • shroom cow, which plants mushrooms
  • shrubbery cow, which plants youngtrees, bushes, grass, ...
  • ? pebble cow, which "plants" pebbles in deserts
  • crystal cow, which specifically plants on crystal dirt, but at a very slow rate
  • swiss pocket knife cow/rainbow cow: does all of the above
Let's gather ideas here. The Landguards are already kind of a flowercow for trees, they could be included. Different types mean "same model, different skins" - original flowercow, which only plants flowers - shroom cow, which plants mushrooms - shrubbery cow, which plants youngtrees, bushes, grass, ... - ? pebble cow, which "plants" pebbles in deserts - crystal cow, which specifically plants on crystal dirt, but at a very slow rate - swiss pocket knife cow/rainbow cow: does all of the above
AliasAlreadyTaken added the
1. kind/enhancement
label 2022-11-15 04:21:36 +00:00
Member

part of me really likes the idea of splitting it into multiple coherent entities, but part of me also just likes the idea that they come along and mend the natural landscape wherever they are.

but ultimately, i think giving players greater control is probably the better option.

part of me really likes the idea of splitting it into multiple coherent entities, but part of me also just likes the idea that they come along and mend the natural landscape wherever they are. but ultimately, i think giving players greater control is probably the better option.
Member

from #1705:

the behavior currently depends on the type of "dirt" the cow is on, or the biome if it's basic (default) dirt. you can absolutely still use them to grow flowers, but they'll also bring along more options. i think putting them on "default:dirt_with_grass" results in them mostly making flowers? if not, we can tweak it so that there's a kind of dirt they only make flowers on.

part of the change was to enable them to restore the natural state of an biome they ended up in, which i think is as much of a valuable feature as being a tool to create dye.

from #1705: the behavior currently depends on the type of "dirt" the cow is on, or the biome if it's basic (default) dirt. you can absolutely still use them to grow flowers, but they'll also bring along more options. i think putting them on "default:dirt_with_grass" results in them mostly making flowers? if not, we can tweak it so that there's a kind of dirt they only make flowers on. part of the change was to enable them to restore the natural state of an biome they ended up in, which i think is as much of a valuable feature as being a tool to create dye.
Member

my preferred solution for resurrecting the old behavior is to add a new type of dirt (or re-define an existing type) to only produce flowers, instead of creating new varities of the flower cow entity.

my preferred solution for resurrecting the old behavior is to add a new type of dirt (or re-define an existing type) to only produce flowers, instead of creating new varities of the flower cow entity.

But a lot of people don't just use the flower cow to get flowers but to decorate their place, so that wouldn't really solve it, would it?

I actually like Alias' idea, I think it would even more fun if you needed to breed them in a certain way in order to get certain cows :D

But a lot of people don't just use the flower cow to get flowers but to decorate their place, so that wouldn't really solve it, would it? I actually like Alias' idea, I think it would even more fun if you needed to breed them in a certain way in order to get certain cows :D
flux added the
3. source/art
label 2022-11-22 18:08:48 +00:00
Member

orthogonal to other constraints, the flower cow should not be able to spawn any node which is "walkable", because this will possibly allow them to escape enclosures. the shrubbery cow and pebble cow would be immediate problems.

orthogonal to other constraints, the flower cow should *not* be able to spawn any node which is "walkable", because this will possibly allow them to escape enclosures. the shrubbery cow and pebble cow would be immediate problems.
Member

honestly, i mostly support a "minimal complexity" solution here. if we really need to split the cow, we should make the "flower cow" do what it used to do, and add a "nature cow" which does all sorts of wild things to improve ravaged biomes.

honestly, i mostly support a "minimal complexity" solution here. if we really need to split the cow, we should make the "flower cow" do what it used to do, and add a "nature cow" which does all sorts of wild things to improve ravaged biomes.
Member

I would like the cow to have an internal menu where you have to "enhance" it with special objects like mese crystal or something to unlock this or that other behavior.

o mese crystal can do enhancement 1
o cyrstal spike can do enhancement 2
o diamond can do enhancement 3

like that. You can put enhancement in or take it out as you wish.

I would like the cow to have an internal menu where you have to "enhance" it with special objects like mese crystal or something to unlock this or that other behavior. o mese crystal can do enhancement 1 o cyrstal spike can do enhancement 2 o diamond can do enhancement 3 like that. You can put enhancement in or take it out as you wish.
Member

I would like the cow to have an internal menu where you have to "enhance" it with special objects

i like that proposal, but maybe we can create a separate issue for that when the immediate problems are solved

> I would like the cow to have an internal menu where you have to "enhance" it with special objects i like that proposal, but maybe we can create a separate issue for that when the immediate problems are solved
Member

reset the flower cow and created a biome cow.

3b8474a20b

the flower cow does what it did before, though it creates all the flowers we've currently got (excluding seaweed(?) and water lilies).

the biome cow will now not change dirt types, except default:dirt, in protected areas.

reset the flower cow and created a biome cow. https://gitea.your-land.de/your-land/yl_commons/commit/3b8474a20b3a1d376ac4001baa1ebc01fa9d5191 the flower cow does what it did before, though it creates all the flowers we've currently got (excluding seaweed(?) and water lilies). the biome cow will now not change dirt types, except default:dirt, in protected areas.
flux added the
4. step/ready to QA test
4. step/partially fixed
labels 2022-11-27 17:50:37 +00:00

Note: The date and time when I was commenting (if something is changed afterwards then this comment becomes invalid)

the flower cow does what it did before, though it creates all the flowers we've currently got (excluding seaweed(?) and water lilies).

  • Not all flowers (or atleast 2 types or few more due to some random behaviour). Changes any soil to ethereal:grove_dirt, param2: 0 (see screenshot). Even sometimes doesnot change *dry grass with dirt *and produces vegetables (screenshot).

They can escape or jump over fence by planting watermelon or pumpkin (screenshot)

the biome cow will now not change dirt types, except default:dirt, in protected areas.

  • Can you please share the screenshot, because I can't find "biome cow" in my inventory search, or biome cow and flower cow is same? confused 😕

  • And regarding issue #3306 after breeding, feeding grass to baby/calf flower cow completely(to make it adult), they will disappear

  • Overall the view of flower cow field (see screenshot), is this behaviour expected when let it roam on dirt?

Feel free to explore and experiment - any modification(removing/adding mobs including my "own" tamed sheep is also allowed but within cow flower field only (not other farm fields)

Coords 1121,7,-1805

Note: The date and time when I was commenting (if something is changed afterwards then this comment becomes invalid) > > the flower cow does what it did before, though it creates all the flowers we've currently got (excluding seaweed(?) and water lilies). * Not all flowers (or atleast 2 types or few more due to some random behaviour). Changes any soil to ethereal:grove_dirt, param2: 0 (see screenshot). Even sometimes **doesnot** change *dry grass with dirt *and produces vegetables (screenshot). They can escape or jump over fence by planting watermelon or pumpkin (screenshot) > > the biome cow will now not change dirt types, except default:dirt, in protected areas. > * Can you please share the screenshot, because I can't find **"biome cow"** in my inventory search, or biome cow and flower cow is same? confused 😕 * And regarding issue #3306 after breeding, feeding grass to baby/calf flower cow completely(to make it adult), they will disappear * Overall the view of flower cow field (see screenshot), is this behaviour expected when let it roam on dirt? ### ***Feel free to explore and experiment - any modification(removing/adding mobs including my "own" tamed sheep is also allowed but within cow flower field only (not other farm fields)*** ## Coords 1121,7,-1805
AliasAlreadyTaken added this to the 1.1.117 milestone 2022-12-27 04:18:23 +00:00
Member

@sherkhan30452 you misunderstood what i meant by "now". the code is fixed, but it is not on the server.

@sherkhan30452 you misunderstood what i meant by "now". the code is fixed, but it is not on the server.
AliasAlreadyTaken added the
ugh/QA OK
label 2023-01-18 09:30:25 +00:00
flux added
5. result/fixed
and removed
4. step/ready to QA test
4. step/partially fixed
labels 2023-01-25 18:52:18 +00:00
Member

this is live

this is live
flux closed this issue 2023-01-25 18:52:57 +00:00
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Reference: your-land/bugtracker#3046
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