Corn Design Proposal
Mid-late game crop, spawns at jungle/forest border.
Growth: Seedling (5d, no drop) → Stalk (10d, breaks to 1 stalk) → Mature (right-click harvest 3–5 corn, stalk stays, regrows 10d). Breaking mature drops 2 corn + 1 stalk. Bone meal +10% only. First maturity 15d.
Yield: dirt 2–4; dry farmland 4–6 (min 4); moist 5–7 (min 5); snow fixed 3. Fortune +1 max.
Craft: Corn → 3 kernels (plant). Kernels → cornbread (+4); smelt → toasted (+6). Smelt corn → roasted (+7); smelt roasted → corn charcoal (9 items); 9 → block (95 items). Stalk → ash; dirt+ash → nutrient soil (+20% other crops). Fermented corn (unharvested): bone meal +10% or double composter output (1/composter).
Space: No full solid blocks on all 4 sides; rows only. Non-full blocks exempt. Corn plants exempt each other.
Ambush: 3×3 checkerboard ≥4 mature/stalk corn, light ≤7 → baby zombie. Inside corn hitbox: sun-immune. Melee hits zombie first if overlapping; if zombie behind corn, attack breaks plant.
Trade: Farmer: 22 corn → 1 emerald (16 trades). Wandering trader: 1 emerald → 3 kernels or 2 stalks.
Balance: Long cycle, not OP, risk/reward, villagers don't farm.
Summary: Self-consistent, vanilla-style, unique features.
I am not proficient in English, so I use artificial intelligence to translate and simplify the original text. I would greatly appreciate it if you could take a look.
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