My beer garden has a hedge, but silkworms eat ... #7776
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/petz
3. source/testserver
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/QA main
4. step/QA NOK
4. step/QA OK
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
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#7776
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
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?
... them away all the time. What to do?
Ok, this problem is connected to the grazing problem, which brings me to the brink of despair. I would like to have a whitelist or a blacklist for the spawnit command. Or does anyone have a better idea?
We should add bug sprays that either kill or deter nearby bugs(ants, silkworms, moths)
No. That not a solution for that problem.
If this is an area where friendly spawn is allowed, then the solution is to disable friendly spawn:
/area_spawnit AREAID
For balancing reasons we cannot have whitelists/blacklists on friendly mob spawn, else people who want to "farm" a specific animal would simply blacklist all others. At best we could make mobs that would scare away others, like a guard dog.
Overgrazing has its own issue: #6359
I'm ok with animals shaping the area slightly to their needs, but ultimately I don't want them to destroy things players placed with a purpose.
I like this idea. Maybe for the case of silk worms, make it so that they get deterred by birds or frogs?
There are even worse animals than silkworm - like ants that build their own huge underground nest, demolishing whatever was at its place before.
Some deterrent (block that would cause certain animals to flee because of scare or scent) for insects may be useful.
Since I have spawnited Rubodyke lots of (friendly?) ants, but no new ant hills were to be seen. So I am fine with the ants right now. But that could be just luck, because there is no written hint in the gitea, someone solved that problem by code (just some lowering the spawn rate) and issues are still open, look: #5833 and #1444
I looked a lot around and there are zillions of ant queens, but no new ant hills in the city area with spawnit. Just behind the border there are. So someone solved this ant problem. So, why not with some other unwanted?
In unprotected nature areas that are frequently visited the ants are a bit of infestation ... I had to destroy several nests that ruined the landscape there ...
To my knowledge ants only build their nests in unprotected areas. And nests with the spawning ant hole entrance on top are not the bad traps they become when that hole is digged and not properly covered.
Public farms are endangered. I don't know if ants can build nests extending to outside the open area. That ought to be checked.
Silkworms eating carefully planted hedges are a problem. Making them stop eating leaves in protected areas might not be a solution either as that would make proteced silk farms impossible.
Suggestion: When a silk worm eats something, it leaves a special block behind that is bereft of leaves - but still has branches. Wouldn't look that great for a while. But after some time passes, the special block would sprout leaves again and turn back into the block it was. NPC might still be displeased by this destruction of their homes and give players a reward for handing in captured silkworms - similar to the rat shop in Haven.
Regrow mechanic: your-land/administration#134
What belongs to the friendly animals and what doesn't has also changed a bit at the beginning. The final division may have been made flux, maybe you. But that shows that it is subjective. For me, landscape-destroying animals are not friendly. And now it's time to eat or die? Take what we give you 100% (enable) or leave it 100% (disable)?
Until now I had a definition of hostile mobs like this: Will attack you or your animals. Non-hostile mobs would then be the opposite ofc.
The claim that mobs which grief the landscape can be considered hostile as well is legit - it goes against the person who should have final say: The one who owns the area.
Not sure if I want to add this distinction, but the way it is cannot stay that way.
How about being allowed to have a blacklist, but you can only blacklist a certain number of animals freely?