🏡 Pasture Enrichment & Overgrazing Terrain Wear
NOTE
📌 Отказ от ответственности за статус исходного кода: Документация в этой Wiki отражает текущее состояние исходного кода в репозитории (v1.3.4+26.2), которое может содержать недавние неопубликованные коммиты или функции разработки, опережающие общедоступные релизы на CurseForge и Modrinth.
📋 System Infobox
| Property | Value |
|---|---|
| Feature Name | Pasture Enrichment & Terrain Wear |
| Enrichment Toggle | natural-reproduction:pasture_enrichment (Default: true) |
| Overgrazing Toggle | natural-reproduction:overgrazing (Default: true) |
| Well-Nourished Speed Buff | +25% Faster Breeding Evaluation Frequency |
| Well-Nourished Scale Buff | +10% Offspring Scale Bonus |
| Visual Particles | Golden WAX_ON Sparkles |
| Terrain Wear Steps | GRASS_BLOCK → DIRT → COARSE_DIRT |
| Primary Helper | AnimalPastureHelper.java |
🎮 Player & Survival Workflow
- Building an Enriched Pasture:
- Establish a fenced perimeter around an $8\times 8$ or larger grass pasture.
- Install Pasture Enrichment Structures:
- Water Cauldrons: Hydration source for grazing mobs.
- Hay Bales: Supplemental foraging supply.
- Composters: Soil enrichment and pasture health.
- Barn Roof Shelters: Overhead solid block coverage protecting from rain/sun.
- The Well-Nourished State:
- Animals living in pastures containing at least 3 enrichment structures enter the Well-Nourished state.
- Shimmering golden
WAX_ONsparkles appear around animals. - Breeding evaluations occur 25% faster, and offspring receive +10% bonus physical scale!
- Managing Overgrazing:
- If more than 5 animals graze in a concentrated area for extended periods, grass blocks slowly convert into plain Dirt.
- If overgrazing continues ($\ge 8$ entities), dirt degrades into Coarse Dirt, preventing grass spread until rotated.
🧮 Enrichment Scoring & Terrain Wear Formulas
1. Pasture Enrichment Score Calculation
Every 200 ticks, animals evaluate a 6-block radius:
$$\text{Score} = (\text{HayBales} \ge 1 ? 1 : 0) + (\text{WaterCauldron} \ge 1 ? 1 : 0) + (\text{Composter} \ge 1 ? 1 : 0) + (\text{RoofShelter} ? 1 : 0)$$
$$\text{isWellNourished} \iff \text{Score} \ge 3$$
2. Overgrazing Degradation Logic
On animal grazing tick:
$$\text{WearChance} = \begin{cases} 0% & \text{if } N_{\text{local}} < 5 \ 10% & \text{if } 5 \le N_{\text{local}} < 8 \implies \text{Grass Block} \to \text{Dirt} \ 25% & \text{if } N_{\text{local}} \ge 8 \implies \text{Dirt} \to \text{Coarse Dirt} \end{cases}$$
[Pasture Environment Scan (6-Block Radius)]
│
┌───────────┴───────────┐
▼ ▼
[Count Enrichment Blocks] [Count Local Herd Density]
Hay, Water, Composter, Density >= 5: Grass -> Dirt
Barn Roof Shelter Density >= 8: Dirt -> Coarse Dirt
│
▼
Score >= 3? ──Yes──► [Well-Nourished (+25% Speed, +10% Scale, Golden Sparkles)]💻 Developer & Pasture API
// Query enrichment score for a location
int score = AnimalPastureHelper.calculatePastureScore(level, entity.blockPosition());
// Check if an entity qualifies as well-nourished
boolean wellNourished = AnimalPastureHelper.isWellNourished(entity, level);☕ Поддержка разработки: Если вам нравится мод, поддержите автора на Ko-fi для раннего доступа к тестовым сборкам!
