Mo' Structures (Fabric)

Mo' Structures (Fabric)

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Killer Bunny Breeding Exploit

skerit opened this issue ยท 2 comments

commented

I had no idea this was a thing (it's not stated anywhere in the documentation?) until someone made a Killer Bunny farm on my server to get infinite diamonds. I think it's safe to say diamonds should never be renewable.

commented

Yes. Killer Bunnies drop diamonds for loot in the Killer Bunny Castle. Who is making a loop with them??? You can't spawn it in survival without commands. Please explain...

commented

Yes. Killer Bunnies drop diamonds for loot in the Killer Bunny Castle. Who is making a loop with them??? You can't spawn it in survival without commands. Please explain...

As I have made one of these farms, I can say that it can be done completely in survival. Killer bunnies can be bred normally, like any other bunny. By breeding any other type with a killer bunny you have a 47,5% chance for the child to also be a killer bunny. By finding 2 killer bunnies and breeding them, it jumps to 95% (with a 5% for the child to inherit the type from the biome it was born in). The child does not have the speed of the parent, but it is still of the same type.

As your mixin does not check as to how the bunny was brought into the world nor does it check the death source, any killer bunny that dies drops the usual loot (this can be done by using fall damage or any other source of damage capable of killing a bunny easily).

What you make of this is your own decision. If you decide to remove this behaviour, I suggest you think how you want to limit it. You could allow the breeding of killer bunnies, but stop them from dropping loot or completely disable breeding (remember, killer bunnies are hostile by nature unless holding a carrot and this allows people to make traps, "armies" and so on).

If you're interested feel free to ask me anything I might have missed.