Board Thread:Suggestions forum/@comment-26172435-20160317214636/@comment-31370220-20170415223437

AlteOgre wrote: Esquire Mortimer Leclerc, Master Brewer wrote: Brilliant suggestion, up to your standards. I have only one objection to the animal disease system. It is far too mechanical. Every so often, one or two animals will die, and this only until a certain density per chunk is reached. It simply feels wrong. I propose a different method, although it may be impossible in coding. Every animal has a base chance of being infected by a deadly disease, a very minimal one. This could be calculated at dawn and dusk, much like your food decay proposal. Upon infection, the animal lives for one day-night cycle, then dies. All animals in the chunk have an increased chance of infection for each infected animal. I do see potential problems with this, however it feels much more natural. Is it possible and do you see it as an improvement to your system?

The exact mechanism is to be debated as far as I'm concerned. There are multiple plugins and mods that provide some disease mechanism for players and/or mobs. I trust Mevans and the mod team can come up with a fitting method if they decide such a mechanism would add to the mods gameplay. Personally, I think a very simple mechanic may be preferable involving a small chance of initiating and transferring a disease upon each entity collision. Any collision is registered as far as I know, so the basic maths are simplest when hooking up with a disease mechanic on that already present entity collision mechanism. Saves some coding complexity and work. I don't know if it would be preferable from a server performance point of view though. Although initially it appeared perfect, there is a significant problem with the collision system. It can be easily limited in effect or even bypassed through fences and individual pens. Although even then it may be preferable from a technical perspective.