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Neritantan Trapping #82

Open LaplaceTGP opened 2 years ago

LaplaceTGP commented 2 years ago

Type

Shaped

Ingredients for the recipe

Tripwire hook, 8 sticks

Result

Empty Neritantan Trap

Crafting table recipe shape

Middle Slot: Tripwire Hook
Every Other Slot: Stick

|Stick Stick Stick|

|Stick T.hook Stick|

|Stick Stick Stick|

Additional info

The Neritantan trap is a quick, cheap, on-the-fly method to catching food. The empty trap is crafted as shown above and can be laid on the top surface of any full/solid block. You can then right-click the center of the trap with a Barachocha fruit in hand, which serves as bait.

This feature could work in one of two ways - one that involves actual Neritantan mobs, and one that doesn't.

The first method involves simply attracting any Neritantan in a radius of the trap. Let's use 50 blocks as an arbitrary example. If a Neritantan already exists within, spawns within, or enters a 50 block radius of the trap, it will smell the Barachocha fruit and walk towards the trap. Only one Neritantan can be attracted at a time, so if there are multiple in the area, only the closest will smell the fruit. However, if that Neritantan's pathfinding deems that it can not reach the trap, then the next closest Neritantan will be attracted instead. This chain will continue until there is a Neritantan within the radius of the trap that is physically capable of reaching the trap, which helps stop players from creating mass-farms out of this method, as well as encourages strategic placement. The attracted Neritantan will continue approaching the trap until it reaches it, when it will activate the trap and get stuck. The trap will give off a loud crack sound, turn into its closed variant (essentially a cage made of sticks), and the Neritantan will screech, both of which alert the player that the trap worked. The Neritantan will actually forcefully despawn when it is caught in the trap. The closed variant model is opaque and can't be seen inside of, so it will not be apparent that the Neritantan is no longer there. This allows the "mob" to stay in the "trap" indefinitely without contributing to the mob count. The player can either right-click the trap with an empty hand to release the Neritantan, spawning it once again and causing it to run away and become incapable of attraction to the trap for the rest of its life, or attack the trap (left-click) to kill the Neritantan and claim its regular drops. This resets the trap. The fruit in the trap will either lose a usage or be consumed entirely and need to be refilled.

The second method involves an indicator, similar to fishing. There will be no physical mob. Instead, a set of footprints can randomly begin somewhere around the trap and slowly progress towards it. When they reach the trap, it will activate and will become its closed cage state just like above, and play the same cracking sound. The Neritantan screech will also play, so all of the sound queues are the same. The options presented to the player are the same - they can right-click the trap to open it back up (the difference being that there would be no mob running away), or attack the trap to spawn drops equivalent of killing one Neritantan and reset it.

Essentially, this could either work like animals following wheat (method one), or like fishing (method two).

Thanks for coming to my TedTalk.

Agreements

Boy0000 commented 2 years ago

Like the idea of traps etc for catching mobs and getting resources. This would require both custom blocks and better pathfinding, but the overall idea is great. It will more than likely be implemented in some way shape or form in the future 👍

pandawanda223 commented 2 years ago

soon:tm: