Paved Roads

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

Post by Resture »

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

Post by Granger »

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
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Re: Paved Roads

Post by Vassteel »

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

Post by Granger »

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.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Vassteel
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Re: Paved Roads

Post by Vassteel »

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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Granger
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Re: Paved Roads

Post by Granger »

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
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Re: Paved Roads

Post by Sevenless »

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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Miss_Min
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Re: Paved Roads

Post by Miss_Min »

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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