tree bags & planting weeds to remove pavement

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

tree bags & planting weeds to remove pavement

Postby DeadlyPencil » Sun Jun 27, 2010 2:38 am

tree bags

reforesting a clearcut area is rediculously time consuming.

to make tree planting mass forests easier I propose a tree bag made out of linen that takes up 1 inventory spot.

the resulting tree quality should be crap, but having tree bags only take up 1 spot means you could have 16 sitting at a herb table instead of 4, and carry those 16 to plant somewhere instead of just 4. which is a very large difference. you could make the resulting tree like 1/2 the seed quality used or something, with the other stuff (bag, water, soil) not having an effect).

planting weeds

alongside plant grass there should be a option to plant weeds(using any seed), these would break apart pavement and return the ground to forest floor. currently there is no way of getting ride of pavement on mountains, and if u get rid of pavement anywhere else, it just becomes grass.. there is no way to return something to its natural look....

etheir you could make it so the option just removes the pavement, or you could have a weeded pavement tile that will be removed once hit by a decay hit. (you could harvest the weeds to get rid of them incase of greifing i guess)

this game resets because it is still being developed, however if u were ever to have a perminant game, you need this kind of option... people abandon settlements but there is no way to return that area to forest, its always gonna be grass or pavement.
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Re: tree bags & planting weeds to remove pavement

Postby Chakravanti » Sun Jun 27, 2010 4:22 am

i like the idea of tree bags but I think they should be something you dump a pot into so that mass planting is easier and should not take part in or change the formula for tree development.

Perhaps a fully decayed claim should have it's tiles revert as well but i think features like that will come with the new mapgen.
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Re: tree bags & planting weeds to remove pavement

Postby sabinati » Sun Jun 27, 2010 4:29 am

well i would like some way to destroy pavement other than grassing it
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Re: tree bags & planting weeds to remove pavement

Postby Jfloyd » Sun Jun 27, 2010 4:40 am

sabinati wrote:well i would like some way to destroy pavement other than grassing it


Destroy should do this, and revert it to it's original tile. Pick Ax required. :P
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Re: tree bags & planting weeds to remove pavement

Postby sabinati » Sun Jun 27, 2010 4:55 am

it should
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Re: tree bags & planting weeds to remove pavement

Postby martinuzz » Sun Jun 27, 2010 7:28 am

+ 1 to treebags and weedplanting
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Re: tree bags & planting weeds to remove pavement

Postby Gulluoglu » Sun Jun 27, 2010 10:18 am

Chakravanti wrote:Perhaps a fully decayed claim should have it's tiles revert as well


Only problem with this is that any kind of paved roads people build to connect areas a fair distance apart would revert since they are likely to be outside of active claims; best solution is to have some kind of action required by the player, like planting "weeds" or using a pickaxe to tear the pavement back up to original tile.
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Re: tree bags & planting weeds to remove pavement

Postby DatOneGuy » Mon Jun 28, 2010 8:28 am

I agree an active action should be required. Planting weeds like you do grass seems to be a great idea.

Treebags also seem like a great idea, but something more like chakravanti mentioned would be preferable. Moving a lot of trees is a huge pain in the ass right now, making it easier overall would be great.
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Re: tree bags & planting weeds to remove pavement

Postby mvgulik » Mon Jun 28, 2010 3:41 pm

As is:
Pavement: Change -> Plant grass.
Grass: Change -> Plow field.
Plow Field: Reverts back to original ground over time. (random, can take a lot of time for ALL the tiles to revert back to original ground.)

A "Plant Weeds" option for plowed fields would be nice. (Think that having this option for Pavement is somewhat of a shortcut in general.)
(have not seen or works with rock-ground, but if you can't "Plant Grass" pavements on rock grounds ...)

Breakup pavement: labor intensive. (optionals: Pickax needed, Generates perhaps a single stone(Q-?), placed in inventory or on the ground.))

---

Massive Tree planting ... ?

There is no limit to how many herb tables you can build. (and the time it takes to get from seed to plant (or nothing) is not that long is it ?)
Tree-plants need to be planted within some time after ... not sure here about trigger. (sprouting or picking up of the Herb table.) (this seems to be the real limiting factor, Or general planning required for big projects.)
Assuming Tree-plants can be placed in a straw basket. (4x4) -> 4 Tree-plants.
Assuming Straw baskets can be placed in a Cart (4x1) -> 4 straw basket -> 16 Tree plants. (+4 or +6 player inventory) ... thats already a possible 20 to 24 Tree-plants per trip. (don't now about Wagons: assuming thats probably more space available than one player can fill in the available time. (Tree-plant live time minus, Travel time, Tree planting time.)
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Re: tree bags & planting weeds to remove pavement

Postby springyb » Mon Jun 28, 2010 3:51 pm

mvgulik wrote:As is:
Pavement: Change -> Plant grass.
Grass: Change -> Plow field.
Plow Field: Reverts back to original ground over time. (random, can take a lot of time for ALL the tiles to revert back to original ground.


Plowed grass reverts back to grass instead of whatever it was before you planted it.
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