Faster decay

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

Re: Faster decay

Postby Fostik » Tue Sep 23, 2025 8:55 am

I agree nature should take back stuff gradually, but faster in case place is left for the longer period.

Nothing to do with decay, rather with biomes overtaking paving and trees spreading over empty areas.
Also note that decay itself works based on how often area is being loaded, meaning distant unpopulated areas might decay much longer.
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Re: Faster decay

Postby mvgulik » Tue Sep 23, 2025 12:49 pm

> ... everything inside would break before the walls.

Don't need to.
Wall decaying => Zero claim presents => Bash wall by hand if you can, or place and use Wrecking ball.
Problem solved.
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kinda unrelated

Postby meabeab » Tue Sep 23, 2025 1:37 pm

I always wanted different 3D object models, both for gobs in construction and those in decay. So ruins would look more like ruins: roofless house walls, partially torn and collapsed palisades, grimes and cobweb over craft stations etc. Alas, implementation would be very demanding in terms of development time. On the bright side, it can be done purely client-side, I believe
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Re: Faster decay

Postby animary » Tue Sep 23, 2025 2:48 pm

"Seeing other players' mark on the world makes the map interesting. yes it can be ugly, but someone lived there once!"

Agreed. Many times I knew these people so it's nice to see a "memorial" to them remaining. They also serve as landmarks when traveling.

For those who do not like these remnants of neighbors, settle farther from the center of the map.

But there is one aspect of decay that is truly amazing - a pali will eventually decay, paving will become overgrown, houses will disappear .... but piles of vegetables never rot, nor piles of fish, and fresh meat never goes bad (it disappears if not in a container, so apparently everything from a basket to a cabinet is refrigerated).
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Re: kinda unrelated

Postby losexd » Wed Sep 24, 2025 7:44 am

meabeab wrote:I always wanted different 3D object models, both for gobs in construction and those in decay. So ruins would look more like ruins: roofless house walls, partially torn and collapsed palisades, grimes and cobweb over craft stations etc. Alas, implementation would be very demanding in terms of development time. On the bright side, it can be done purely client-side, I believe


New models for decaying structures sounds a cool addition to the game ngl

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