05-31-2012, 05:50 AM
I've been fixing up farming on the server. Most of it is already somewhat functional:
- hoes create farmland out of dirt and grass
- farmland hydrates and de-hydrates based on water being nearby
- seeds can be planted on farmland
- planted seeds grow
- the growth is more or less evenly distributed, there is no extremely favored pattern anymore
What I've observed:
- growth is quite fast, much faster than in vanilla MC
- hydration doesn't influence growth rate
- farmland doesn't get trampled server-side, only client-side
What still doesn't work:
- hoes don't get damaged on use
- crops, when destroyed, don't drop anything - no wheat, no seeds.
- not sure if pumpkins and melons work - didn't test
- farmland, even if trampled, wouldn't uproot planted seeds
Any thoughts about this so far?
Especially, should I keep the extra fast growth? And how about calculating hydration by a different formula than vanilla MC? Such as max-hydration = distance from water block; then growth rate linearly proportional to hydration.
- hoes create farmland out of dirt and grass
- farmland hydrates and de-hydrates based on water being nearby
- seeds can be planted on farmland
- planted seeds grow
- the growth is more or less evenly distributed, there is no extremely favored pattern anymore
What I've observed:
- growth is quite fast, much faster than in vanilla MC
- hydration doesn't influence growth rate
- farmland doesn't get trampled server-side, only client-side
What still doesn't work:
- hoes don't get damaged on use
- crops, when destroyed, don't drop anything - no wheat, no seeds.
- not sure if pumpkins and melons work - didn't test
- farmland, even if trampled, wouldn't uproot planted seeds
Any thoughts about this so far?
Especially, should I keep the extra fast growth? And how about calculating hydration by a different formula than vanilla MC? Such as max-hydration = distance from water block; then growth rate linearly proportional to hydration.