Paved Roads

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

Paved Roads

Postby Resture » Fri Feb 22, 2019 7:59 am

Make paved tiles that are connected to an active claim/village not decay so we can make roads again.
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Re: Paved Roads

Postby Granger » Fri Feb 22, 2019 9:43 am

Please define 'connected to an active claim/village', preferably in a way that a computer (which is stupid by definition) can understand it.
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Re: Paved Roads

Postby Vassteel » Sat Feb 23, 2019 6:13 am

Is paved tile covered by a claim Yes ( no decay ) No ( decays at normal rate )
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Re: Paved Roads

Postby Granger » Sat Feb 23, 2019 9:15 am

Vassteel wrote:Is paved tile covered by a claim Yes ( no decay ) No ( decays at normal rate )

Already exists, exactly like you want it to.
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Re: Paved Roads

Postby Vassteel » Sat Feb 23, 2019 9:19 am

i think we might be getting biome spread confused with decay. not sure if those are the same ive def seen biomes creep under walls even tho its claimed
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Re: Paved Roads

Postby Granger » Sat Feb 23, 2019 9:29 am

That may happen in case you didn't pave the tiles you erected the wall on.
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Re: Paved Roads

Postby Sevenless » Sat Feb 23, 2019 12:18 pm

Vassteel wrote:i think we might be getting biome spread confused with decay. not sure if those are the same ive def seen biomes creep under walls even tho its claimed


To be fair, biome spread is based on decay so it's kind of related.
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Re: Paved Roads

Postby Miss_Min » Sat Feb 23, 2019 1:54 pm

Granger wrote:Please define 'connected to an active claim/village', preferably in a way that a computer (which is stupid by definition) can understand it.

Paving currently only decays from the outside, yes? So presumably the decay can understand the concept of 'contiguous'? Therefore hopefully decay mechanism of paving can be extended from 'Is the unclaimed paved square next to some [grass or already-vine-covered paving]? If yes, allow it to decay', to 'Is the unclaimed paved square contiguous with a paved square under the protection of an active claim? If yes, don't allow it to decay'. But maybe at the moment all it looks at is 'adjacent', so a max of four sides per tile. And in what order does the decay work? Does it start with a [ground] tile going 'can I expand to next door?' or a paved tile going 'Do I feel overwhelmed by all this vegetation around me?'

I don't know, this might involve WAY too much thinking about the relationships of every single paved tile, coding is not a thing I have done. Mostly I just really liked Maelstrom's roads last world and would like to see the possibility of their return.
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