stunted trees

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stunted trees

Postby Lord0bsidian » Sat Jul 31, 2010 12:14 am

does stunting compound or is it a yes or no thing? like if i plant a tree that's crowded and in the wrong environment, will it be 2x or 4x longer?
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Re: stunted trees

Postby tristamizumi » Sat Jul 31, 2010 12:22 am

Once stunted, it will never grow again.
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Re: stunted trees

Postby burgingham » Sat Jul 31, 2010 12:31 am

What exactly is the reason of this feature being in the game btw? I don't dislike it in general, just the fact that total randomness can screw you over in a game which other than that depends on strategy.
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Re: stunted trees

Postby Zamte » Sat Jul 31, 2010 12:48 am

The only type of stunting I see a point in, is when trees are too close to other trees. As in real life, trees need enough space to grow because otherwise they compete too much for resources. However other objects being near the tree shouldn't matter. A box next to a growing tree doesn't stop it from growing, and it makes no sense that it should.

The way it should work is, only objects with a hitbox which are permanent (non-liftables) should stunt them, and the tree should still continue to attempt to grow based on decay, as it currently does, and would be able to do so later if the object is removed. The idea that I could totally ruin one or more of my trees because a rat or frog decided to spawn in my tree lot, or because I set a chest down too close to a tree at the time it decided to try to advance, is really annoying. Particularly the rats and frogs, since there's no way to control them.
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Re: stunted trees

Postby Lord0bsidian » Sat Jul 31, 2010 2:42 am

so how does stunting actually work?
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Re: stunted trees

Postby Uriel » Sat Jul 31, 2010 8:18 am

there was many topics about it. And here I have a new thing to say about stuned trees. They aren't stuned at all ! About a month ago I builded a new camp, when I visited my old one, where I had like 10 stuned trees in 1st stage of growth... they all are almost full grown. Before I choped them in 1st stage, plowed them, builded construction on them and.. nothing... you have just to wait... wait, and wait... and wait.
From my experience don't plant oaks, they grow realy long, apple, mulberry, willow trees grow fast for me ( It depends on the ground type, but this one grow good on grass)
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Re: stunted trees

Postby mvgulik » Sat Jul 31, 2010 9:25 am

Zamte wrote:The way it should work is, only objects with a hitbox which are permanent (non-liftables) should stunt them

Why not just only other tree's and perhaps buildings ?

(permanent* + hitbox) "Strongbox", "Claim Stake Pole", "Fence", ...
*) non-liftable and not movable. (Cart)
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Re: stunted trees

Postby Onionfighter » Sat Jul 31, 2010 9:32 am

That could result in some weird graphics, like trees growing over chests.
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Re: stunted trees

Postby mvgulik » Sat Jul 31, 2010 11:24 am

... Right.

There could be more than one stunted mode active in the (current?) game.
- Full growth stop, in case of object collision. (more gui related than game related.)(game: Lesser object could get additional decay hits.)
- Slowed growth rate. This is the one that would only be effected by general unfavorite conditions. (Other tree's, etc.)

Mmm. Slowed growth rate could be mixed with a growing decay rate to colliding objects.
... slow way to get rid of unwanted walls/items ... or to boobytrap someone else his house. oops.

[bootstrap -> boobytrap]
Last edited by mvgulik on Sat Jul 31, 2010 4:24 pm, edited 1 time in total.
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Re: stunted trees

Postby Zamte » Sat Jul 31, 2010 3:03 pm

Yeah, that's what I meant. Permanent objects, ones you can't lift, which pretty much means buildings, village authority objects, and other structures.

What I meant though was within it's "stunt" range. The range it has to have clear is probably twice as wide as the end result of the hitbox of a fir tree. If something was inside of where the tree itself would end up, it should "stunt" temporarily until it's moved, but not permanently, but only if the item would get covered by the tree. A chest two tiles away on the edge of it's "root range" shouldn't cause the tree to go emo and kill itself.
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