pppp wrote:Granger wrote:260 pixels at what zoom level?
Roads should auto stomp biome to dirt and vines to oblivion, with a fair chance per tile, on use.
Not sure what are you trying to prove here but it will not build your authority.
My point is that the OP mechanic isn't a good one and alternative suggestions that are better (and easy to implement) have already been made.
Being able to sprinkle an area with milestones at maximum placement distance to prevent pavement decay is a step back from the decay changes that have been introduced to clean the world from abandoned things. Which, while they only work while the tile is loaded, are the right thing to do when viewed from the perspective of not throwing the whole world into the dumpster every some months being a good idea.
I am referring to the same pixels that are referenced
here and are passed as gob coordinates between server and client and the same units 11 of which make edge of one map tile.
Oh, so it was jorb who used a nomenclature from bitmaps (see
here for that word is ment to mean) for distances. Well then, in case it is their internal wording for that... another useless thing learned today, thanks for the pointer.
There is a
note in the forum that mechanics that you are talking about is not going to happen anytime soon. This idea is to provide something easier to implement and hopefully not too problematic.
I did that
here in a way that would also work as a general mechanic (with 'travel' on current roads being a special case that fast forwards the movement of the hearthling through the path of the road onto the mechanic) or in a simpler version that dosn't require additional data structures only for roads. The general case would make the world look more believeable, as frequented areas would be visible. And it would turn newly build roads (after been used often enough) into dirt paths that give a TW bonus compared to natural biome, which can then directly be paved without the need to plow them before - so not only QoL for upkeep but also for building them. The special case would be enough for roads.
I have talked about it with loftar too, as part of an attempt to have him change the way roads are erected to something that motivates players to build roads in a more natural manner (one dosn't build a parallel one when a part of the way you want a road already has one - you connect to it and use the existing one for as long as it makes sense), but IIRC there wasn't enough time to get this into this world.