Tilling Farmland. At the moment, hoes might as well be one tier. While one may make a diamond hoe for its durability, there is otherwise not a reason to, as the same use could be obtained through making multiple wooden, stone, or iron hoes, which would cost a lot less than a single diamond hoe would. Additionally, though there are many unbalanced aspects of the hunger system (which make farming and eating more of a chore than anything else), one of them is how easy it is to get food.
So, I propose that instead of tilling grass being instant, it should take time; just as it takes multiple swings to mine stone, it should take multiple swings to till land. As you would expect, the better the hoe, the faster it would till. With this mechanic, you'd now be able to enchant hoes with Efficiency. A regular wooden hoe would take 5 seconds to till one block, while a diamond hoe with Efficiency V would take just under 1 second to till one block.
Climate & Crop Growth. For balancing purposes, each crop would have a unique set of eating time, saturation, and hunger points restored, the first two of which being the most important. Foods with shorter eating times would give less saturation, while foods that take longer to eat would provide more saturation. This of course applies mainly to crops, and not stews, soups, or any other combinations of food.
Certain crops would only be able to grow in certain regions. Each crop or group of crops per region/climate would have its own niche using eating time, saturation, and hunger points. Some climate-specific foods may offer greater benefits to ensure its usefulness, such as a temporarily increased health regeneration rate or restoring a few hearts immediately after being eaten. Note that these effects would be only small benefits.
You could still find and grow any crop in any biome, but it'd take longer to grow and would rarely output more than one seed (or potato/carrot) when not in the right biome. This would incentivize exploration, but not require it. In multiplayer, players would be encouraged to come together to trade items from their areas, which would incentivize players to build more, since roads and towns would make this easier and more enjoyable.
Animals
Eating. Cows and pigs would now eat grass just as sheep do. For simplicity they do so at the same rate as sheep do now. However, if there are no grass blocks to eat, the animal's food meter goes down, which will affect its drops. A full food meter means the animal will drop its default drops. The lower the food meter, the less meat it drops. The same is true for mooshrooms, but instead of eating grass, mooshrooms eat mycelium.
When an animal's food meter is low, it will slowly be replenished by eating. This means you'll need larger pastures instead of tiny pens if you want to have a lot of healthy animals. If the animals are already at 100% on their food meter, the food meter can be gradually increased up to 125% by feeding the animals tall grass (mushrooms if it's a mooshroom) or hay bales by hand or by the animals eating hay bales placed in the world. Because enclosures will now be larger, animals born from breeding will no longer despawn.
Breeding. Cows, mooshrooms, pigs, and sheep would now possess a size trait, which affects the animal's appearance, maximum health, and drops. The size is a value from 1 to 4, and it is reflected in an animal's physical size; in cows, for instance, the smallest size is slightly smaller than existing cows, while the largest size is slightly larger. A wild cow (meaning it's naturally spawned and thus has a size value of 1-1.5), a cow with a full food meter will drop 1-2 raw beef along with some leather. A cow with a full food meter and a size value of 3 will drop 3-4 beef along with some leather.
An animal's size is determined by taking the average of its parents' sizes and then sometimes randomly adding or subtracting 0.5. This mechanic means you are able to selectively breed animals to be larger and drop more meat. The size of the animals would visibly increase enough for players to tell the difference between smaller and larger animals of the same generation
Sheep would have another trait: wool size. The larger the size, the greater the amount of wool displayed on the sheep. The amount of wool you get from shearing the sheep is of course also affected by this. As one would expect, you can use this trait to your advantage by selectively breeding sheep for more wool. Since this is a separate trait from the animal's size, you're able to breed some sheep for wool and others for meat. Or, you could breed them for both, but this would likely take longer.
For balancing, the Looting enchantment would not apply to meat; killing a cow with a Looting III sword instead of a sword without that enchantment would increase the amount of leather it drops, but not the amount of meat it drops.
I support farming changes. The animal changes sound more annoying, however. The size meter is not something you can affect, so it would just end up annoying. The food meter is better, but how would you check on the food meter. Would the animal become skinny or fat like in that April Fool's Update?
I support farming changes. The animal changes sound more annoying, however. The size meter is not something you can affect, so it would just end up annoying.
You are able to affect it. In the post it says:
An animal's size is determined by taking the average of its parents' sizes and then sometimes randomly adding or subtracting 0.5.
This means you can selectively breed animals to be larger, adding more skill to farming. I will edit the post to clarify this.
The food meter is better, but how would you check on the food meter. Would the animal become skinny or fat like in that April Fool's Update?
The food meter isn't intended to be anywhere near as complex as the player food meter. As long as there is grass to eat, there will be a full food meter. This is to encourage players to build pastures instead of tiny rooms where all of the animals are in one block.
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Hoes should take about as long to till a dirt block as a shovel of the same tier would need to break it. Itherwise, building an early farm would take very long, beyond what would be reasonable.
Crops shouldn't change their yield depending on biomes. Instead, simply have them take much longer to grow, and add a way to adapt a room to their needs, so it's possibly to build "greenhouses" that allow them to grow at good speeds (Planting them in the right biomes would still be faster). Wheat in particular should ignore that mechanic, unless Tall Grass drops are made to vary depending on biome, and other plants are added so they can fulfill their niche of being a basic crop in other biomes.
Animals should modify their size by +-1, instead of +-0.5, and it should affect Leather and Feathers as well.
It should be possible to manually feed animals, and it could even be possible to feed them while full to fatten them and make them drop even more meat. They should use different items from those used to breed them:
Cows could use Hay Bales and Tall Grass. Same with Sheep.
Chickens could use Spider Eyes (And their drop sprites could be changed so it makes sense for them to drop more than 1 Chicken).
Pigs could use any meat, including pork and Rotten Flesh, as pigs are omnivores that aren't picky at all, and making them easily fattened would give them some appeal.
It's been a while since I made any changes to my Food and Hunger Overhaul, but if I were to go back and make any these would all be a part of it.
Tilling Farmland: I don't think there's anything to say here but yes. The fact that better tier hoes have no benefit besides durability is a huge mistake on Mojang's part. Sure, after this change I don't think too many people will craft a diamond hoe since tilling farmland is a bit of a once-in-a-playthrough thing, but at the very least an iron hoe starts to look like a good investment for large-scale farming.
One thing I will say though is that I think if this were added, simply jumping on farmland shouldn't destroy it, since it'd be annoying to have to constantly repair farmland like that. As an alternative, water and blocks placed on top of farmland should destroy the farmland block, and right-clicking with a shovel could also turn the block back into dirt.
Climate and Crop Growth: I like this. It's a good way to get a player to travel and build infrastructure as opposed to staying in one place. It also means control of one or multiple biomes has very good benefits on a server.
Animal Eating: I like this, albeit there are some changes I would make:
- Eating a piece of grass only has a small chance of giving back an animal's hunger. This means that it's better if your animals have plenty of land to eat from, and keeping your animals in a tiny confined pen will not be good for them.
- An animal will eat until it has replenished its hunger, then it will wait for a random period of time.
- If an animal is fed with actual food items, in addition to going into breeding mode, you have a chance of unlocking extra slots in the hunger bar. This means feeding your animal lots of food items can give you more drops in the long run.
Breeding: All good here, I like that you might want to take into consideration the animals you're breeding before you breed them.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Animal Eating: I like this, albeit there are some changes I would make:
- Eating a piece of grass only has a small chance of giving back an animal's hunger. This means that it's better if your animals have plenty of land to eat from, and keeping your animals in a tiny confined pen will not be good for them.
- An animal will eat until it has replenished its hunger, then it will wait for a random period of time.
- If an animal is fed with actual food items, in addition to going into breeding mode, you have a chance of unlocking extra slots in the hunger bar. This means feeding your animal lots of food items can give you more drops in the long run.
Post updated. The same extra hunger effect can also now be achieved from the animals eating hay bales. Additionally, since pens will now be more like pastures, animals born from the player breeding animals will no longer despawn.
The "Eating" section of the post now has the following paragraph:
When an animal's food meter is low, it will slowly be replenished by eating. This means you'll need larger pastures instead of tiny pens if you want to have a lot of healthy animals. If the animals are already at 100% on their food meter, the food meter can be gradually increased up to 125% by feeding the animals tall grass (mushrooms if it's a mooshroom) or hay bales by hand or by the animals eating hay bales placed in the world. Because enclosures will now be larger, animals born from breeding will no longer despawn.
Tilling Farmland. At the moment, hoes might as well be one tier. While one may make a diamond hoe for its durability, there is otherwise not a reason to, as the same use could be obtained through making multiple wooden, stone, or iron hoes, which would cost a lot less than a single diamond hoe would. Additionally, though there are many unbalanced aspects of the hunger system (which make farming and eating more of a chore than anything else), one of them is how easy it is to get food.
So, I propose that instead of tilling grass being instant, it should take time; just as it takes multiple swings to mine stone, it should take multiple swings to till land. As you would expect, the better the hoe, the faster it would till. With this mechanic, you'd now be able to enchant hoes with Efficiency. A regular wooden hoe would take 5 seconds to till one block, while a diamond hoe with Efficiency V would take just under 1 second to till one block.
Climate & Crop Growth. For balancing purposes, each crop would have a unique set of eating time, saturation, and hunger points restored, the first two of which being the most important. Foods with shorter eating times would give less saturation, while foods that take longer to eat would provide more saturation. This of course applies mainly to crops, and not stews, soups, or any other combinations of food.
Certain crops would only be able to grow in certain regions. Each crop or group of crops per region/climate would have its own niche using eating time, saturation, and hunger points. Some climate-specific foods may offer greater benefits to ensure its usefulness, such as a temporarily increased health regeneration rate or restoring a few hearts immediately after being eaten. Note that these effects would be only small benefits.
You could still find and grow any crop in any biome, but it'd take longer to grow and would rarely output more than one seed (or potato/carrot) when not in the right biome. This would incentivize exploration, but not require it. In multiplayer, players would be encouraged to come together to trade items from their areas, which would incentivize players to build more, since roads and towns would make this easier and more enjoyable.
Eating. Cows and pigs would now eat grass just as sheep do. For simplicity they do so at the same rate as sheep do now. However, if there are no grass blocks to eat, the animal's food meter goes down, which will affect its drops. A full food meter means the animal will drop its default drops. The lower the food meter, the less meat it drops. The same is true for mooshrooms, but instead of eating grass, mooshrooms eat mycelium.
When an animal's food meter is low, it will slowly be replenished by eating. This means you'll need larger pastures instead of tiny pens if you want to have a lot of healthy animals. If the animals are already at 100% on their food meter, the food meter can be gradually increased up to 125% by feeding the animals tall grass (mushrooms if it's a mooshroom) or hay bales by hand or by the animals eating hay bales placed in the world. Because enclosures will now be larger, animals born from breeding will no longer despawn.
Breeding. Cows, mooshrooms, pigs, and sheep would now possess a size trait, which affects the animal's appearance, maximum health, and drops. The size is a value from 1 to 4, and it is reflected in an animal's physical size; in cows, for instance, the smallest size is slightly smaller than existing cows, while the largest size is slightly larger. A wild cow (meaning it's naturally spawned and thus has a size value of 1-1.5), a cow with a full food meter will drop 1-2 raw beef along with some leather. A cow with a full food meter and a size value of 3 will drop 3-4 beef along with some leather.
An animal's size is determined by taking the average of its parents' sizes and then sometimes randomly adding or subtracting 0.5. This mechanic means you are able to selectively breed animals to be larger and drop more meat. The size of the animals would visibly increase enough for players to tell the difference between smaller and larger animals of the same generation
Sheep would have another trait: wool size. The larger the size, the greater the amount of wool displayed on the sheep. The amount of wool you get from shearing the sheep is of course also affected by this. As one would expect, you can use this trait to your advantage by selectively breeding sheep for more wool. Since this is a separate trait from the animal's size, you're able to breed some sheep for wool and others for meat. Or, you could breed them for both, but this would likely take longer.
For balancing, the Looting enchantment would not apply to meat; killing a cow with a Looting III sword instead of a sword without that enchantment would increase the amount of leather it drops, but not the amount of meat it drops.
Check out my suggestions! Here is one of them:
I support farming changes. The animal changes sound more annoying, however. The size meter is not something you can affect, so it would just end up annoying. The food meter is better, but how would you check on the food meter. Would the animal become skinny or fat like in that April Fool's Update?
You are able to affect it. In the post it says:
This means you can selectively breed animals to be larger, adding more skill to farming. I will edit the post to clarify this.
The food meter isn't intended to be anywhere near as complex as the player food meter. As long as there is grass to eat, there will be a full food meter. This is to encourage players to build pastures instead of tiny rooms where all of the animals are in one block.
Check out my suggestions! Here is one of them:
Hoes should take about as long to till a dirt block as a shovel of the same tier would need to break it. Itherwise, building an early farm would take very long, beyond what would be reasonable.
Crops shouldn't change their yield depending on biomes. Instead, simply have them take much longer to grow, and add a way to adapt a room to their needs, so it's possibly to build "greenhouses" that allow them to grow at good speeds (Planting them in the right biomes would still be faster). Wheat in particular should ignore that mechanic, unless Tall Grass drops are made to vary depending on biome, and other plants are added so they can fulfill their niche of being a basic crop in other biomes.
Animals should modify their size by +-1, instead of +-0.5, and it should affect Leather and Feathers as well.
It should be possible to manually feed animals, and it could even be possible to feed them while full to fatten them and make them drop even more meat. They should use different items from those used to breed them:
Cows could use Hay Bales and Tall Grass. Same with Sheep.
Chickens could use Spider Eyes (And their drop sprites could be changed so it makes sense for them to drop more than 1 Chicken).
Pigs could use any meat, including pork and Rotten Flesh, as pigs are omnivores that aren't picky at all, and making them easily fattened would give them some appeal.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
It's been a while since I made any changes to my Food and Hunger Overhaul, but if I were to go back and make any these would all be a part of it.
Tilling Farmland: I don't think there's anything to say here but yes. The fact that better tier hoes have no benefit besides durability is a huge mistake on Mojang's part. Sure, after this change I don't think too many people will craft a diamond hoe since tilling farmland is a bit of a once-in-a-playthrough thing, but at the very least an iron hoe starts to look like a good investment for large-scale farming.
One thing I will say though is that I think if this were added, simply jumping on farmland shouldn't destroy it, since it'd be annoying to have to constantly repair farmland like that. As an alternative, water and blocks placed on top of farmland should destroy the farmland block, and right-clicking with a shovel could also turn the block back into dirt.
Climate and Crop Growth: I like this. It's a good way to get a player to travel and build infrastructure as opposed to staying in one place. It also means control of one or multiple biomes has very good benefits on a server.
Animal Eating: I like this, albeit there are some changes I would make:
- Eating a piece of grass only has a small chance of giving back an animal's hunger. This means that it's better if your animals have plenty of land to eat from, and keeping your animals in a tiny confined pen will not be good for them.
- An animal will eat until it has replenished its hunger, then it will wait for a random period of time.
- If an animal is fed with actual food items, in addition to going into breeding mode, you have a chance of unlocking extra slots in the hunger bar. This means feeding your animal lots of food items can give you more drops in the long run.
Breeding: All good here, I like that you might want to take into consideration the animals you're breeding before you breed them.
Support
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Post updated. The same extra hunger effect can also now be achieved from the animals eating hay bales. Additionally, since pens will now be more like pastures, animals born from the player breeding animals will no longer despawn.
The "Eating" section of the post now has the following paragraph:
When an animal's food meter is low, it will slowly be replenished by eating. This means you'll need larger pastures instead of tiny pens if you want to have a lot of healthy animals. If the animals are already at 100% on their food meter, the food meter can be gradually increased up to 125% by feeding the animals tall grass (mushrooms if it's a mooshroom) or hay bales by hand or by the animals eating hay bales placed in the world. Because enclosures will now be larger, animals born from breeding will no longer despawn.
Check out my suggestions! Here is one of them: