Tree Sprouting vs Roads

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

Re: Tree Sprouting vs Roads

Postby DDDsDD999 » Tue Jun 05, 2018 9:32 pm

Thedrah wrote:what if we could transplant young trees? like shovel on a bush

It'd be just as annoying as chopping down. Though it'd be useful sometimes for other things, I guess.
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Re: Tree Sprouting vs Roads

Postby waga » Tue Jun 05, 2018 10:24 pm

It annoys the shit out of me but I guess it compensate how OP the roads are.
But maybe I'm just a masochist :P
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Re: Tree Sprouting vs Roads

Postby jordancoles » Wed Jun 06, 2018 5:28 am

DDDsDD999 wrote:
loftar wrote:I would suspect, however, that this is only a problem because tree regrowth was added in the middle of a well-developed world with many roads going through areas that are particularly suitable for tree regrowth. I would expect this to be a far lesser problem once the tree situation stabilizes a bit, or in a new world, so I'm not sure it's a problem that needs a long-term solution.

But don't they grow pretty much everywhere that isn't paved? I always assumed trees would just grow anywhere if there's space and nearby trees.

tbh I'm surprised this post is getting attention after two weeks. I'm pretty numb to the feeling of my roads getting waylaid at this point, between the noob bases, other roads, and trees it's hard not to be. I just always have a wood-man's axe on hand, and vandal alts nearby.

If you actually want to fix it, some suggestions: Ignore trees for waylays, just like logs. Or implement a small pathfinding algorithm for waylays (at LEAST push-out like we have).

Ant hills still block roads as well
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Re: Tree Sprouting vs Roads

Postby CaddoPuma » Wed Jun 06, 2018 8:24 am

jorb wrote:Taking any and all suggestions for improvements.


Is it possible to code it so that trees wont grow where an active roadsign/milestone path is, but they will if no one has travelled on the road in ... say, for example... 40 days?
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Re: Tree Sprouting vs Roads

Postby jordancoles » Wed Jun 06, 2018 8:27 am

Ideally, roads wouldn't be blocked by a bunch of stupid bullshit like trees, bushes, ant hills and stick stockpiles

I can dream :roll:
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Re: Tree Sprouting vs Roads

Postby loftar » Wed Jun 06, 2018 12:35 pm

LostJustice wrote:Does this imply there are grid limits or entire map limits on amount of trees to naturally respawn? Or that they check the area around them before they respawn on tick?

DDDsDD999 wrote:But don't they grow pretty much everywhere that isn't paved? I always assumed trees would just grow anywhere if there's space and nearby trees.

Well, I mean, they sure aren't going to continue growing until there's no space to even walk between them anywhere on the map. :)

There are rules and mechanics to how they grow, and among other things, they don't grow above a certain density, which is not all that particularly dense.
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Re: Tree Sprouting vs Roads

Postby Granger » Wed Jun 06, 2018 1:44 pm

loftar wrote:There are rules and mechanics to how they grow, and among other things, they don't grow above a certain density, which is not all that particularly dense.

How is 'not particularly dense' define, exactly, please?

With that information one could, in theory and without a life, line the side(s) of a road with strategicly placed trees to protect it from unwanted ones popping up...
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Re: Tree Sprouting vs Roads

Postby CaddoPuma » Wed Jun 06, 2018 5:33 pm

Granger wrote:
loftar wrote:There are rules and mechanics to how they grow, and among other things, they don't grow above a certain density, which is not all that particularly dense.

How is 'not particularly dense' define, exactly, please?

Just by walking through the forest and hypothesizing, I would guess the limit would be 5 tile spacing? Using a land survey, in a 31x31 wild forest space, It appears the closest density is 3 tiles between trees. This means trees/bushes next to a path can be spaced 5 tiles apart because if a wild tree is 3 tiles from one, it will only be 2 tiles from another and so will not fill that gap... if my hypothesis is correct.

Granger wrote:With that information one could, in theory and without a life, line the side(s) of a road with strategicly placed trees to protect it from unwanted ones popping up...

Would Planting 2 rows of trees from coord 124,-125 to CF (an extreme example for the sake of making the point) be more, equally, or less time consuming than paving a path? Think of all the chipping/quarry digging and hauling, even for a 1 tile wide path. One could use uprooted bushes when available instead of trees to shortcut the time and effort required while still affecting the density.
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Re: Tree Sprouting vs Roads

Postby itworkss » Thu Jun 07, 2018 8:00 am

Rework roads, make it so they require paved area. example, maybe 3 to 5 wide paving.

roads would be immune to vine decay, if both hubs of the road are claimed.
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Re: Tree Sprouting vs Roads

Postby CaddoPuma » Thu Jun 07, 2018 6:33 pm

What would a rework look like? Would we still have to place milestones after the endpoints? Or would the paving itself serve as the milestones once the endpoint is built?
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