Split flowercow into different types #3046
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#3046
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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"
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.
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.
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
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.
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.
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 like that proposal, but maybe we can create a separate issue for that when the immediate problems are solved
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.
Note: The date and time when I was commenting (if something is changed afterwards then this comment becomes invalid)
They can escape or jump over fence by planting watermelon or pumpkin (screenshot)
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
@sherkhan30452 you misunderstood what i meant by "now". the code is fixed, but it is not on the server.
this is live