Civcraft / RealisticBiomes

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Set growth time to 12hrs for cactus and sugarcane #46

Closed benjajaja closed 9 years ago

benjajaja commented 9 years ago

Yes this is increases the growth times 24 times longer than current setting. A block from these plants will take 12hrs to grow. This is to deter players from botting these kind of farms, which right now is still more efficient, and defeats the purpose of persistence.

If you feel this imbalances XP recipes, go ahead and make a PR to change the recipes, once this goes live.

CivcraftBot commented 9 years ago

Can one of the admins verify this patch? Type 'ok to test' to test.

ProgrammerDan commented 9 years ago

It's not really a "you feel this imbalances" -- it categorically does. @Goldmattress took ideal growth + farm design into account when balancing the recipes. This dramatic a change ...

Does Cactus really cause that much of an issue? Once water is "fully flowing" it doesn't reflow, meaning there is no additional compute cost there. The only "expensive" part of a cactus farm is the collection area, which should be a single hopper feeding into a collection tower. The collection tower is literally the "laggiest" part of the whole design, but likely tops out at 30-40 hoppers.

That's not going to cause much lag. Keeping the 81 chunks around the player loaded will cause some lag, sure, because of the greater number of random BUD events that the server must manage.

Would it be possible to decrease the % chance of cactus growth if the chunk is loaded? E.g. motivate unloading the chunk as keeping it unloaded makes it "more" productive that keeping it loaded? That would make way more sense then simply increasing the time to grow by 24x.

benjajaja commented 9 years ago

Yes it completely screws with balance, but I am only saying that I am not providing a matching XP rebalancing PR, someone else would have to do that. I am only concerned to remove the need for AFKing cactus.

AFKing cactus farms must be a cause of lag, otherwise why are we generally after hoppers, things that tick in general, and AFKers?

Decreasing cactus growth does not make much sense, because it penalizes cactus farms near players.

ProgrammerDan commented 9 years ago

Note: moving my comments to the forum, didn't realize you'd started one there :)

Goldmattress commented 9 years ago

The idea that increasing the growth times removes the need to afk any more than a 3h one is patently absurd, i will discuss this further when i get home

I will rebalance shit to be far slower then and adjust xp then. On 1 Aug 2015 20:31, "Daniel Boston" notifications@github.com wrote:

Note: moving my comments to the forum, didn't realize you'd started one there :)

— Reply to this email directly or view it on GitHub https://github.com/Civcraft/RealisticBiomes/pull/46#issuecomment-126943822 .

benjajaja commented 9 years ago

Closing after forum discussion, will make a new PR with cactus, sugarcane, melons, pumpkins all set to about 24h. That way XP can be rebalanced at once.