Can we have a simple solution to road paving decay ?
Make milestones prevent vine growth within 260 pixel radius from their turning point, or at least make it 50 times slower. It's probably ok if road would need maintenance once per month.
That should make road building and travel more viable. It is ridiculous that now underground roads make more sense than surface ones.
The downside is it will unnecessarily protect some paving inside abandoned villages. That's a minor thing IMHO.
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azrid
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Re: Road band-aid (decay prevention)
Sounds cool for cosmetic purposes.
Meanwhile you can already make sure roads don't get blocked by saplings without paving by planting tree seeds on the sides of the path.
The addition of shovel planting has made it even easier.
Meanwhile you can already make sure roads don't get blocked by saplings without paving by planting tree seeds on the sides of the path.
The addition of shovel planting has made it even easier.


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pppp
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Re: Road band-aid (decay prevention)
The point is not cosmetic. Paving reduces TW cost.
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azrid
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Granger
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Re: Road band-aid (decay prevention)
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.
Roads should auto stomp biome to dirt and vines to oblivion, with a fair chance per tile, on use.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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pppp
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Re: Road band-aid (decay prevention)
Not sure what are you trying to prove here but it will not build your authority.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.
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.
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.
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Granger
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Re: Road band-aid (decay prevention)
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.pppp wrote:Not sure what are you trying to prove here but it will not build your authority.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.
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.
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.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.
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.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 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.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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azrid
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Re: Road band-aid (decay prevention)
Whichever suggestion takes less time to develop should be added asap.
There is always room to improve after the issue has been fixed.
There is always room to improve after the issue has been fixed.


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Granger
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Re: Road band-aid (decay prevention)
While I agree with getting a solution quickly sounding like a good idea, you should keep in mind that the devs adding a band-aid (often with side-effects that make us want to not have it in the first place) can lead to bad mechanics sticking with the game for extended periods of time.azrid wrote:There is always room to improve after the issue has been fixed.
I personally would prefer a good solution over a quick one.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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pppp
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Re: Road band-aid (decay prevention)
Because it is so much fun to watch majority of player base complain about poorly balanced road mechanics..Granger wrote: I personally would prefer a good solution over a quick one.
Ye, it's certainly game breaking to have a paved image of Pikachu last longer than a few weeks, or God forbid if it happens to be some bot control paving.Granger wrote: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.