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Field pests #10
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Field pests #10
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this is a really cool idea, I don't think I will have any trouble merging On Sun, Mar 30, 2014 at 10:55 PM, Tim Goddard [email protected]:
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Have heard people talking about that. What I believe is happening is that:
Solution will be to add a check to grow all plants on chunk load, even if the RB data is already loaded - will take a look a little later today. |
sounds good to me. From the general opinion on the sub it seems people think that this would On Mon, Mar 31, 2014 at 2:07 PM, Tim Goddard [email protected]:
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Yes, will just force people to produce different designs, and then require more effort than the trivial case. I've had other people suggesting pesticides and such as counter-investments, but would be neat to see whether people come up with simpler emergent solutions. |
Merge pull request #4 from WildWeazel/master
Add some pests to fields to make harvesting a little more chaotic. On breaking any RB-controlled crops, a probability can be set (based on the type of crop) for it to spawn a field pest - a seriously weakened silverfish. If a player broke the block, it spawns targeting them. This pull sets the chance at 1/1000 by default.
This is intended to make bulk-farming harder to bot by introducing a tiny chance of spawning slow, weak, minimum health silverfish. A normal player can easily deal with these pests with a single punch, but a bot can only do so by breaching the rules and reacting to the pest.
Hoping the days of trivial bot farming can end...