Wiki say's "If trees were cut down in a forest area,it slowly turns into grassland."
1.do forest will turn into grassland if there are stumps?
2.how to get moor or grassland from forest area?
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wolfwing
- Posts: 39
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Re: Grassland
From my own experience stumps do not matter, you can leave them tehre and the grassland will start to grow in.
As far as the type of grass land, I am not sure, I have mainly had the bright green grass grow in, however I recently had a couple squares of the yellow grasslands grow inside of my palisade, and a nearby abandoned palisade has some heath inside of it. Dunno what makes one generate over the other tho.
As far as the type of grass land, I am not sure, I have mainly had the bright green grass grow in, however I recently had a couple squares of the yellow grasslands grow inside of my palisade, and a nearby abandoned palisade has some heath inside of it. Dunno what makes one generate over the other tho.
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Potjeh
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Re: Grassland
Ploughed grass may turn into moor when the decay unploughs it (low chance for one tile, but the odds add up on large fields). Moor will spread over adjacent grass with decay, even if the grass is not ploughed. Ploughed moor may turn into heath, which spreads over grass and moor just like moor spreads over grass.
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sikgamer
- Posts: 171
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Re: Grassland
I didn't even know heath and moor can generate like grass, I just assumed they were a map-generated feature that are gone forever when you pave over them.
Thanks Potjeh
Thanks Potjeh
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sabinati
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Re: Grassland
plowed grass can decay to yellow grass (moor), plowed moor can decay to pink grass (heath)
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sikgamer
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Re: Grassland
Does anything spread over packed dirt (such as in mudflats)?
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Sevenless
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Re: Grassland
I can't say from personal experience, but I believe someone mentioned that grassed mudflats decay back into mudflats over time.sikgamer wrote:Does anything spread over packed dirt (such as in mudflats)?
No clue if that's true though.
Lucky: haven is so quirky
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The Art of Herding
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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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Fichina
- Posts: 103
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A brief overview of terrian.
Deforested forests degrade into grasslands, which degrade into moorland and further into heath so long as there one already existing tile of the next degradation around. Which can be done by plowing.
Forest won't degrade directly into moor or heath, so those little squares of forest in your growing moor/heath creep take a while to change.
Artificially placed grass will degenerate to normal grasslands if there's grasslands around. It will also naturally revert back to whatever tiles surround it, but this seems to take far longer. A patch of artificial grass surrounded by stone/brick will never revert naturally without plowing
Tiles that are stomped to dirt will revert back under similar rules, but this seems to take even longer than the grass. Mudflats don't follow these rules, but will if you stomp them to dirt first. Dirt can revert to artificial grass, but not stone/brick.
Planting trees can generate random tiles of the tree's native forest habitat, but they'll revert to grassland if the trees are removed. Forest tiles never creep.
Nothing will ever degrade to swamp, mountain, thicket, beach, mudflats, artificial grass, or stone/brick
Swamp, mountain, thicket, beach, and mudflats cannot degrade into anything by creep, but can be overwritten by tree tile generation. If it can be plowed/paved it can also be overwritten by stone/brick/artifical grass. These are limited resources and in theory could vanish completely from the world if people were so inclined and there was enough time.
Dug out portions of caves will never creep to natural caves and nothing else can be introduced down there.
Water/stone/brick does not creep or overwrite under any circumstance.
Forest won't degrade directly into moor or heath, so those little squares of forest in your growing moor/heath creep take a while to change.
Artificially placed grass will degenerate to normal grasslands if there's grasslands around. It will also naturally revert back to whatever tiles surround it, but this seems to take far longer. A patch of artificial grass surrounded by stone/brick will never revert naturally without plowing
Tiles that are stomped to dirt will revert back under similar rules, but this seems to take even longer than the grass. Mudflats don't follow these rules, but will if you stomp them to dirt first. Dirt can revert to artificial grass, but not stone/brick.
Planting trees can generate random tiles of the tree's native forest habitat, but they'll revert to grassland if the trees are removed. Forest tiles never creep.
Nothing will ever degrade to swamp, mountain, thicket, beach, mudflats, artificial grass, or stone/brick
Swamp, mountain, thicket, beach, and mudflats cannot degrade into anything by creep, but can be overwritten by tree tile generation. If it can be plowed/paved it can also be overwritten by stone/brick/artifical grass. These are limited resources and in theory could vanish completely from the world if people were so inclined and there was enough time.
Dug out portions of caves will never creep to natural caves and nothing else can be introduced down there.
Water/stone/brick does not creep or overwrite under any circumstance.
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Girlinhat
- Posts: 317
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Re: Grassland
So, we can realistically terraform areas we want with enough time and effort? I could convert that big swathe of forest into a lush moor for harvesting sweet, sweet beefs?
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TeckXKnight
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Re: Grassland
Yup~Girlinhat wrote:So, we can realistically terraform areas we want with enough time and effort? I could convert that big swathe of forest into a lush moor for harvesting sweet, sweet beefs?