A solid foundation has been drafted for a bird nest system

Core Features
- **Nest Variants:** Fully configurable variants can be made per bird species, per tier, or other
- Nest Sub-types: Different Potential visuals and behaviors for a variant (ground, tree, water, etc)
- **Occupancy Engine:** Handles nest occupant assignment, entry/exit logic, mob limits, AI overrides
- Visual Handlers: Ready support foundation for ItemsAdder blocks or custom display models
- Interaction System: Players can interact to insert/extract items, pair birds, or create custom logic
- Lifecycle: Supports random tick events like laying eggs, bird visits, scavenged trinket loot, etc
- Also supports loaded chunk, biome-specific nest spawns
Draft Technical Showcase
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Bird Houses
Bird houses are the next evolution, and the original idea behind the Birds Expansion - a semi-permanent (or permanent) bird shelter that functions like a mix between a beehive and a passive item farm.
Inspired by RuneScape’s bird house mechanics, they allow birds to enter and leave, storing state, accepting feed, and producing rewards over time or through random tick events.
Bird Houses would extend the Bird Nest System, overriding certain mechanics while allowing the reuse of much of the logic.
Bird Houses will likely use something like ItemsAdder for custom blocks as the base block, but also allow for dynamic display features.
Goals of Bird Houses
- Serve as passive bird containers - birds “enter” but are no longer visible in-world
- Generate random or config-driven rewards based on time, biome, or species
- Support custom building recipes and placement logic
- Be compatible with existing
NestVariant and SpeciesNestBehavior infrastructure
- Add economic or decorative value without constant micromanagement
When a player interacts with a Bird House, they’d be presented with a custom GUI, allowing them to inspect its contents, birds, status, collect rewards, upgrade/manage birds (any ideas related) to help drive collections.
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