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Livestock Genetics & Physical Size Scaling ​

AttributeValue
Entity Scale Attributeminecraft:scale
Normal Scale Range$0.75x \le \text{scale} \le 1.30x$
Absolute Minimum Scale Floor$0.25x$
Item Drop ScalingProportional to scale multiplier ($\text{yield} \propto \text{scale}$)
Spacious Pasture Recovery Boost$+15%\text{ per generation}$ (up to $1.30x$)

🧬 Physical Size Attribute (minecraft:scale) ​

Natural Reproduction registers 3 data-driven genetic traits across all 27 animal species using DasikAnimalGeneticsAPI:

Trait KeyTarget Entity AttributeAttribute OperationBase RangeDynamic Bounds
scaleminecraft:scaleADD_VALUE$0.50x \le \text{scale} \le 1.30x$Configured live via MIN_SCALE ($50%$) & MAX_SCALE ($130%$) GameRules.
max_healthminecraft:generic.max_healthADD_VALUE$+2.0\text{ HP Base}$Bounds: $-4.0\text{ HP}$ to $+12.0\text{ HP}$ bonus max health.
movement_speedminecraft:generic.movement_speedADD_MULTIPLIED_BASE$+5%\text{ Speed Base}$Bounds: $-4%$ to $+8%$ bonus movement speed.

Physical Scale Inheritance Math ​

$$\text{baseScale} = \frac{\text{parent}_1.\text{scale} + \text{parent}_2.\text{scale}{2.0}$$

  • In native climate biomes, offspring receive a $+15%$ genetics quality boost: $$\text{boostedScale} = \text{baseScale} \times 1.15$$

🍖 Dynamic Scale-Based Item Drop Yields ​

When animals are slain or harvested: $$\text{Drop Yield} = \lfloor \text{Vanilla Drop Count} \times \text{scale} \rfloor$$

  • Giant Mobs ($\text{scale} = 1.30x$): Yield $+30%$ bonus meat, leather, and wool.
  • Stunted Runts ($\text{scale} = 0.25x$): Yield minimal drop counts.

🏚️ Cramped Space Penalty vs. 🌾 Spacious Size Recovery ​

The crowding evaluation runs both for structural confinement (pits, 2x2 pens) AND large open pastures (e.g. 100x100) whenever local mob crowding is high:

$$\text{isOvercrowded} = \text{isConfinedPen} \lor (\text{extraLocalCount} \ge 3)$$

Continuous Density Penalty Formula ​

When $\text{isOvercrowded}$ is true, the penalty multiplier is calculated continuously: $$\text{penaltyMultiplier} = \max(0.95 - (\text{extraLocalCount} \times 0.05), 0.40)$$

$$\text{newScale} = \text{clamp}(\text{currentScale} \times \text{penaltyMultiplier}, 0.25, 2.0)$$

Crowding DensityPenalty MultiplierGeneration Scale Reduction
1 Extra Local Mob0.90$-10%$ scale reduction
2 Extra Local Mobs0.85$-15%$ scale reduction
3 Extra Local Mobs0.80$-20%$ scale reduction
4 Extra Local Mobs0.75$-25%$ scale reduction
5 Extra Local Mobs0.70$-30%$ scale reduction
8 Extra Local Mobs0.55$-45%$ scale reduction
10+ Extra Local Mobs0.40$-60%$ scale reduction (Floor)

🌾 Spacious Pasture Recovery ​

When animals have space to roam ($\text{isOvercrowded} == \text{false}$ and $\text{extraLocalCount} < 3$): $$\text{recoveryScale} = \text{clamp}(\text{currentScale} \times 1.15, 0.25, 1.30)$$

For GameRule toggles, see GameRules.

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