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Agarrett
- Posts: 673
- Joined: Sat Oct 24, 2009 11:37 pm
- Location: East of Nowhere
Remove weed option
There should be an option to remove weeds without having to leave a plow mark in its place. It would take minimum stamina, about as much as digging one clay, wouldn't give any LP and takes about 7 seconds to remove one weed. This would be so much more convenient and a lot better looking.
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Fluffy
- Posts: 363
- Joined: Wed Aug 12, 2009 5:16 am
Re: Remove weed option
Convenient? You'd have to do it almost every day. Weeds come back fast.
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Agarrett
- Posts: 673
- Joined: Sat Oct 24, 2009 11:37 pm
- Location: East of Nowhere
Re: Remove weed option
You have to plow everyday anyways. This just removes the time of getting the plow, and the annoyance of getting plowed tiles all over the place.
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Fluffy
- Posts: 363
- Joined: Wed Aug 12, 2009 5:16 am
Re: Remove weed option
plowed tiles regenerate randomly, for me they seem to come back at the worst possible times. When I farm it comes back within a day, but when I'm waiting for one to de-plow for construction, one stayed for a week D:<
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Asmodeus
- Posts: 55
- Joined: Fri Nov 06, 2009 7:32 am
- Location: Brodgar
Re: Remove weed option
You can plow without a plow anyway. If you don't want plowed tiles plant grass or lay stone. Who wants that rotten bare earth look anyway?
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Agarrett
- Posts: 673
- Joined: Sat Oct 24, 2009 11:37 pm
- Location: East of Nowhere
Re: Remove weed option
I don't have enough seeds and it would take too long anyways.
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: Remove weed option
pumpkins will solve thatAgarrett wrote:I don't have enough seeds
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Agarrett
- Posts: 673
- Joined: Sat Oct 24, 2009 11:37 pm
- Location: East of Nowhere
Re: Remove weed option
We are getting off topic here. The idea is that the option to rip a plant out of the ground without having to plow that tile would be fairly simple to implant and is just simply better. What is wrong with this idea if it improves gameplay?
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Remove weed option
I guess that tiles don't actually have a weed presence variable, and the presence of weed is determined by the tile's coordinates. Sure, it just takes a boolean variable to decide on presence of weed on an individual basis, but even 1 bit variables add up to a lot when there's as many tiles as we have in H&H. That, and variable bloat is generally something to be avoided.
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Remove weed option
Look man, if you don't like ferns, don't live in the forest. It's that simple.
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