CreeperHost Presents Chickens

CreeperHost Presents Chickens

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Resource output is insane

EvilParagon9999 opened this issue ยท 1 comments

commented

Similar to Issue #62 expressing a speed config request, I'm here to request a complete nerf and maybe a config if there's no desire to nerf the project as a whole.

My findings of comparing this mod with the original Chickens + Roost mod are as follows:

  1. Original Chickens only ever produced at most 3 resources per hatch operation (depending on Gain level). In this mod however, every chicken has their own hatch operation at the same time. 16 chickens = 16 hatches. Additionally, if all of them have level 10 Gain, that will also be multiplied by 3, making for a total of 48 items per hatch.
  2. Original Chickens sped up production on a power series function. New Chickens do not, as previously mentioned, stacking chickens here does not speed up a hatch, it simply allows the hatch to be multiplied by the number of chickens.
  3. Original Chickens were slower as a whole concept. Tested using Emerald Chickens, Original Chickens in the Roost could at best produce a new hatch every 14 seconds on average. This was with a whole stack for maximum speed. In this mod however, that is shortened to an unbelievable 2 seconds.

All of these factors combined result in some insane numbers. For instance a maximum stack of 16 emerald chickens in the original mod could make about 64 emeralds in a five minute period (of course it would actually be more like 63 in a 4 minute 54 second period, but these are just simple calculations). Now using a single emerald chicken from the new mod, we'll find that it's capable of producing in that same 5 minute period 450 emeralds. 5 minutes = 300 seconds = 150 hatches. 150 hatches * 3 from lvl10 gain = 450. Now when you get a full stack, that shoots all the way up to 7200. This yields a 112x speed increase over the original mod.

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I highly recommend nerfing the output entirely. As it stands right now it is not balanced even for high resource demand modpacks.
I suggest additionally something like Lay Coefficient apply to Roost Stats as well rather than strictly entity laying, to give some speed control to configuration.

Also things that make the mod feel a bit too fast and overpowered, breeding.
Breeding requires 1 seed instead of 2, and feels much faster than original, though I didn't do much testing in this area, it's just vibes.

commented

Pretty sure this was never meant to be this kind of vastly different.

Sometimes things get missed when a mod is ported, thanks for taking the time to explain fully what the issue is, we'll look into this soon.