Not much has been implemented yet for my draft in terms of bird species; mainly foundational structure and logic for the Vanilla Species (Chickens and Parrots) to function alongside the nests draft.
BUT - there is major potential using something like ModelEngine or a custom engine, to make many variants of custom bird mobs that can fly and have other unique behaviors, running through the modular bird species system I’ve developed.
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Nest assignment is handled by the NestAssignmentEngine , which attempts to find a suitable nearby nest and assign a bird to it - either automatically (e.g. random tick event loop) or an external trigger (e.g. player pairing using seeds).
Key logic includes:
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Each BirdSpecies can influence assignment through:
NestType list (e.g. GROUND, TREE, WATER)Future Expansion:
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Future improvements to the assignment logic could include:
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Nests define their maximum occupancy space, while birds define how much space they consume, allowing for flexible combinations. e.g.
A nest with OccupancySize = 4 could support:
| Mob Type | Occupancy Cost |
|---|---|
| Adult Chicken | 2 |
| Baby Duck | 1 |
| Large Owl | 3 |
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Not all birds need to exist as full mobs at all times. By simulation boid-based flocking in the sky, we can populate the world with natural looking bird movement without the performance cost of hundreds of real ticking entities. These lightweight visuals would only materialize into real mobs when contextually appropriate

Example bird boids from an existing mod!

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