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Resture
- Posts: 276
- Joined: Sat May 01, 2010 7:41 am
- Location: Forest
Paved Roads
Make paved tiles that are connected to an active claim/village not decay so we can make roads again.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Paved Roads
Please define 'connected to an active claim/village', preferably in a way that a computer (which is stupid by definition) can understand it.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Vassteel
- Posts: 718
- Joined: Thu Aug 15, 2013 12:38 pm
Re: Paved Roads
Is paved tile covered by a claim Yes ( no decay ) No ( decays at normal rate )
jorb wrote:Stop shitposting.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Paved Roads
Already exists, exactly like you want it to.Vassteel wrote:Is paved tile covered by a claim Yes ( no decay ) No ( decays at normal rate )
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Vassteel
- Posts: 718
- Joined: Thu Aug 15, 2013 12:38 pm
Re: Paved Roads
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
jorb wrote:Stop shitposting.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Paved Roads
That may happen in case you didn't pave the tiles you erected the wall on.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Paved Roads
To be fair, biome spread is based on decay so it's kind of related.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
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Miss_Min
- Posts: 175
- Joined: Sun Mar 25, 2012 11:28 am
Re: Paved Roads
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?'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.
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.