Tree Sprouting vs Roads

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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tyrtix
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Re: Tree Sprouting vs Roads

Post by tyrtix »

leave them as is, the problem with roads is only for those "roads" used to jump all around the server everyday farming exp.
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Granger
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Re: Tree Sprouting vs Roads

Post by Granger »

jorb wrote:Taking any and all suggestions for improvements.
Possible solution could be to give natural sprouted trees an additional first stage that is invisible, doesn't block, lasts for some days, is treated like a real tree when it comes to placement of new ones and gets destroyed when a path that intersects the position is traveled upon.

This could be made computationally cheap through tracking last use on paths and sprouting time on the newly placed trees, then the expensive intersection test between paths and trees would only be needed once when the new tree reached the first visible step (against all paths that have a last use after sprouting time) instead of every time a path is traversed.

This should keep roads free of trees with reasonable server resource overhead while not messing with the placement algorithm.


Or better: remove teleportation and make hearthlngs trample saplings to death.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Tree Sprouting vs Roads

Post by loftar »

I would suspect, however, that this is only a problem because tree regrowth was added in the middle of a well-developed world with many roads going through areas that are particularly suitable for tree regrowth. I would expect this to be a far lesser problem once the tree situation stabilizes a bit, or in a new world, so I'm not sure it's a problem that needs a long-term solution.
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iamahh
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Re: Tree Sprouting vs Roads

Post by iamahh »

roads make the world small and ugly :P
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LostJustice
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Re: Tree Sprouting vs Roads

Post by LostJustice »

loftar wrote:I would suspect, however, that this is only a problem because tree regrowth was added in the middle of a well-developed world with many roads going through areas that are particularly suitable for tree regrowth. I would expect this to be a far lesser problem once the tree situation stabilizes a bit, or in a new world, so I'm not sure it's a problem that needs a long-term solution.
Does this imply there are grid limits or entire map limits on amount of trees to naturally respawn? Or that they check the area around them before they respawn on tick?
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Granger
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Re: Tree Sprouting vs Roads

Post by Granger »

LostJustice wrote:
loftar wrote:I would suspect, however, that this is only a problem because tree regrowth was added in the middle of a well-developed world with many roads going through areas that are particularly suitable for tree regrowth. I would expect this to be a far lesser problem once the tree situation stabilizes a bit, or in a new world, so I'm not sure it's a problem that needs a long-term solution.
Does this imply there are grid limits or entire map limits on amount of trees to naturally respawn? Or that they check the area around them before they respawn on tick?
I think he's implying that it would be a stupid idea to build a road through a forrest and expect it to stay tree-free, next world.
I can follow that kind of reasoning.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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NOOBY93
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Re: Tree Sprouting vs Roads

Post by NOOBY93 »

Easy - make trees teleportable through via roads

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DDDsDD999
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Re: Tree Sprouting vs Roads

Post by DDDsDD999 »

loftar wrote:I would suspect, however, that this is only a problem because tree regrowth was added in the middle of a well-developed world with many roads going through areas that are particularly suitable for tree regrowth. I would expect this to be a far lesser problem once the tree situation stabilizes a bit, or in a new world, so I'm not sure it's a problem that needs a long-term solution.
But don't they grow pretty much everywhere that isn't paved? I always assumed trees would just grow anywhere if there's space and nearby trees.

tbh I'm surprised this post is getting attention after two weeks. I'm pretty numb to the feeling of my roads getting waylaid at this point, between the noob bases, other roads, and trees it's hard not to be. I just always have a wood-man's axe on hand, and vandal alts nearby.

If you actually want to fix it, some suggestions: Ignore trees for waylays, just like logs. Or implement a small pathfinding algorithm for waylays (at LEAST push-out like we have).
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LostJustice
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Re: Tree Sprouting vs Roads

Post by LostJustice »

Granger wrote:
LostJustice wrote:
loftar wrote:I would suspect, however, that this is only a problem because tree regrowth was added in the middle of a well-developed world with many roads going through areas that are particularly suitable for tree regrowth. I would expect this to be a far lesser problem once the tree situation stabilizes a bit, or in a new world, so I'm not sure it's a problem that needs a long-term solution.
Does this imply there are grid limits or entire map limits on amount of trees to naturally respawn? Or that they check the area around them before they respawn on tick?
I think he's implying that it would be a stupid idea to build a road through a forrest and expect it to stay tree-free, next world.
I can follow that kind of reasoning.
That’s kind of everywhere. Especially since they are tree hoping into our walls.
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Thedrah
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Re: Tree Sprouting vs Roads

Post by Thedrah »

what if we could transplant young trees? like shovel on a bush
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