@zztong
There is a modification that I temporarily did, in A20 for myself. I posted about it once
before. I decided to think of the roads, paths and grass as independent sources for events.
Why, because of the tameness of the forest biome.
If you walk on a path heat continually rises, causing more spawn, this spawn has the equivalent
of feral sense. It increased by sectors about 30 to 50 meters square. Most of it was animals.
Walking on the streets did the same thing with zombies.
It was slow to cool down, to the point of generating screamers, if you linger too long in an area.
If you just kept running around from area to area, you soon had a horde.
The way I countered it was to fake stealth, I increased the height of a lot of the grass, to just about
eye level, this added to the jump factor, as zombies walked through it. you couldn't see them. I also
had light emission drastically lowered if you crouch near bushy trees.
Added to the player, if they crouched, in the grass, the feral sense stopped in about 3-5 seconds. Visibility
was lowered to almost 0, and hearing was lowered also just not that low. If you stood up or fought a zombie,
it went to normal attributes until you crouch walked through grass again.
Was kind of cool if you were an archer. So yeah if it were decided, then an event could be added to any block, texture,
or item. But i was told it would get too intricate, and too much unnecessary processing.
But I jacked it up, by accident. I had the grass disintegrate like the frames in houses, and increased the grass volume.
So entities tore up grass, making crop circles, as they looked for you.
The result was really cool as long as you didn't shoot an arrow or bullet through the grass. Then my game would freeze
from memory overload. This proved to me what Faatal said.
I may try again.