Dirt Paths

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Dirt Paths

Postby MachineLegend » Wed Jan 01, 2025 9:24 pm

I really like the aesthetic of plain dirt as a pathway next to grass or paved areas, but it is currently somewhat tedious to maintain such areas of landscaping with biome spreading. Theoretically I could pave around the grass areas I guess, but I feel that that doesn't get the right look. I've noticed that dirt areas are pretty common in like, the game trailers. At the risk of a bit more "landscape bloat" maybe we could have a "compact dirt" option that just makes a stomped to dirt tile that cannot be effected by biome spreading
Is this the real life?
Or is it fantasy?
Caught in a landslide...
No escape from reality...
User avatar
MachineLegend
 
Posts: 76
Joined: Thu Jun 19, 2014 10:45 pm
Location: Round round get around, I get around

Re: Dirt Paths

Postby meabeab » Fri Jan 10, 2025 7:34 am

@OP: I use woodchips.

Disregard that, a solid +1 to OP because of aesthetic

Seems like there could be various implementations of the idea (beside suggested Adventure > Landscaping > Compact Dirt) :

  1. "Stomp to dirt" creates persistent dirt tiles, unaffected by grass/forest terrain. Plow 'em to remove.
  2. Grass/forest tiles have a small chance of converting to dirt when any "player"/animal/vehicle is moved over it. If any of 8 adjacent tiles is already a dirt one then it doubles the chance of converting. Just imagine battlegrounds amidst lush plains slowly degrading into a muddy mess (I suspect there are no such things as battlegrounds tho).
  3. Salt the ground (with freshly ground salt) to prevent any natural biome spread there.
  4. Gravel! Visually close to stone pavings, but much more dirty, finer, and with noisy irregular borders.
User avatar
meabeab
 
Posts: 89
Joined: Fri Mar 26, 2021 9:06 pm


Return to Critique & Ideas

Who is online

Users browsing this forum: Trendiction [Bot] and 58 guests