Board Thread:Suggestions forum/@comment-25841881-20160105004401

Currently, gardening is nonexistent. Samwise Gamgee would be out of a job. I have some changes that I think would greatly improve it, although they may not be possible without editing the base code of Minecraft, which would then make them impossible.

Growing Grass Currently, there is no such thing as lawnmowing. You can make a nice, perfect lawn, and die. Then, in a thousand years, when 13 dwarves and a burglar are out on an adventure, they will walk across a lovely, perfectly perfect and flat plain, that used to be your lawn. While this may explain some places in the mod, it really isn't nice. I think that when grass has no dirt blocks within spreading radius, so the grass is not spreading, it should gradually grow. Every tick, it should have the same chance of advancing 'grass stages' as a dirt block with only one adjacent grass block should have of growing grass. To grow, it would pick one of the short stages of grass added by the mod, as a short stage. When it has one of those above it, then the next stage would be the vanilla tall grass. After that, the 2 block high tall grass. After that, the wind snaps the ends of the grass blades off as fast as they grow, so they don't grow. To make lawnmowing slightly more of a challenge then it is, I propose we add a mining time to breaking tall grasses. If you are unarmed or armed with most tools, it should be about the same time it takes to mine dirt with a stone shovel, as pulling up clumps of grass isn't instant. If you have shears, or a sword or other slicing weapon, it will be instant. Hedge Maintenance Right now, there is no excuse for Samwise Gamgee when he listens in on Gandalf and Frodo's conversation. He could stand there holding shears looking like a fool while he tries to explain that he was clipping off the unwanted parts of a never-growing hedge, or hedges could grow. I propose that player-placed leaves(They already have some sort of detection for this, I believe, to stop leaf decay) spread to nearby blocks. Every tick, they would have the same chance to grow as a wheat seed with no nearby water, maybe less. They would turn a random adjacent(As in North South East West Up Down) air block into a leaf block of the same type. Also, every tick, each player-placed leaf block would have about 1/10th their growing chance to despawn, to represent them dying. Raking We all love our decorative(or shade if you're cool like me) trees, but we all hate raking the leaves. Currently, there are no leaves to rake. I suggest that every tick, a leaf has the same chance to create a fallen leaves block on the next solid block beneath them, provided it is within 5 blocks. Every 5 blocks away(5, 10, 15, 20 etc) it gains another block radius for where the leaf is placed. If the block is 4 blocks away, the leaf will be placed on it. If it is 6 blocks away, the leaf will be placed on a random block, either the block beneath the original leaf, or the ones in the cardinal and secondary directions(N NE E SE S SW W NW). If it is 14 blocks away, the ones next to the secondary blocks are added to the possibilities. This would allow leaf blocks to spread their fallen leaves very far, as if by wind. Flower Care Lots of us love our nice decorative flower gardens. Admittedly, many would be unpleased if they had to work to maintain them. Nonetheless, I believe that flowers should require maintenance. If a flower is player placed, it should have a chance to spread to nearby grass blocks like grass currently does to dirt. It should also have a chance to die, like I suggest hedges should. This would make it so that uncared for gardens will soon be overrun by flowers and tall grass, with nothing where you want it! Weeding For any who have tried it, weeding is a horrible, awful job. For any who haven't tried it, weeding is a lovely, wonderful job, and you should come weed my garden. Every tick, a crop block has roughly twice the chance to grow weeds on it as it has to grow to the next stage of that crop. The chance of weed growth is divided by the current crop growth stage - the weed size. This makes it so that if the crop growth If it already has weeds, that chance will advance the weed size, a new block data associated with crop blocks, by 1. Every weed size advancement decreases the chance of the crop growth, as well as increasing the chance of weed growth, making weeds a very annoying pest. The weed displacement is a variable used in my equations to represent (WEED SIZE + 1)-CROP HEIGHT. At size 1 weed displacement, just barely grown, the crops would grow at 2/3 their normal speed. At size 2 weed displacement, they would grow at 2/4. At size 3 weed displacement, 2/5. And so on. To the user interface of weeding, weeds would have 20 different textures. 10 top view textures, 10 side view textures. 2 textures for each stage of growth 1-10, at stage 10 they can no longer grow. The side view weed texture appropriate to the stage of weed growth would be imposed on the side of the crop block, similar to the block breaking texture while mining. Likewise, the top view texture would be on the top of the crop block. To remove weeds, you have to have no combat cooldown bar and an open hand. You would punch the crop block, or possible right click on it. It would have a 3(1 if the farmland is dry)/WEED SIZE chance of failure. This means that breaking big weeds is harder than breaking them as little shoots. It would set your combat cooldown to 1 * 2^(WEED SIZE-1)(-0 if the farmland is dry). This means that big weeds make you tired for quite a long time, once again making it profitable to take care of weeds early. Farmland would have a new data value, to do with having weed seeds in it. By default, it is set to false. If a crop ever reaches size 4 weeds, the farmland it is based on and any adjacent farmland would then have weed seeds. When farmland has weed seeds, the chance of weed growth on it per tick is multiplied by 1.001. This may not seem like much, but it is quite a lot for a per-tick chance. Hobbit farmhands and slaves would automatically weed your crops. Hobbit farmhands would have a slightly lower success rate than slaves, but they would recover faster, thus creating a slight difference in the two farming NPCs.

The top 4 suggestions(grass growing, hedge growing, raking, flower care) would all be toggleable by one config property, like Aesthetic Gardening Difficulty, and the Weeding would be toggled by a weeding config property.

This concludes my gardening suggestions. Thanks for reading!

Recneps (Temp Mod) Supreme Ruler (Fill My Mailbox) 00:44, January 5, 2016 (UTC) 