Is there a reason roads decay so fast?

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Is there a reason roads decay so fast?

Postby Soukuw » Fri Aug 01, 2025 4:09 am

I really wish we could have proper roads between towns but they decay extremely quickly. I assume this is to avoid swastikas and such?

I have noticed some odd mechanics with the paved tile decay and curious if anyone can enlighten me on the mechanics. Gonna list some opinions below:

--- Obvious
Paved tiles do not grow vines or decay within claims that are active. (This is the most obvious)
--- Not sure
Paved tiles decay at different rates based on the stone used. (Doubt it but maybe)
Paved tiles do not decay near thingwalls. (Highly likely but haven't actually fully tested it)
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Re: Is there a reason roads decay so fast?

Postby Robben_DuMarsch » Fri Aug 01, 2025 4:44 am

If by roads you mean paved tiles on unclaimed land, I suggest making them below ground.
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Re: Is there a reason roads decay so fast?

Postby Soukuw » Sun Aug 03, 2025 2:25 am

Robben_DuMarsch wrote:If by roads you mean paved tiles on unclaimed land, I suggest making them below ground.

Yes this is what I meant. I want to make them above ground though so there's cool paths all over the place, it also is rewarding as you can run along them to look for forageables.
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Re: Is there a reason roads decay so fast?

Postby Robben_DuMarsch » Sun Aug 03, 2025 3:20 am

Soukuw wrote:
Robben_DuMarsch wrote:If by roads you mean paved tiles on unclaimed land, I suggest making them below ground.

Yes this is what I meant. I want to make them above ground though so there's cool paths all over the place, it also is rewarding as you can run along them to look for forageables.


If you want to extend a vclaim over them, you can do so to your hearts desire without decay, so long as you're willing to accept only extending 40 tiles or whatever it is every 22 hours or whatever it is.
Jordan Cole's group had a pretty impressive vclaim that spanned most of a subcontinent last world, including their island bases.

If pavement didn't decay reasonably off claim in the overworld it'd leave most of the world scarred with pavement from bases for quite some time, and every tile paved removes a forage/animal spawn.
If you accept roads below ground, decay is x10 as slow.

I don't really have a strong position on pavement decay speed, but there are ways to get what you want within the current system just with certain limitations.
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Re: Is there a reason roads decay so fast?

Postby vatas » Sun Aug 03, 2025 12:33 pm

Robben_DuMarsch wrote:If pavement didn't decay reasonably off claim in the overworld it'd leave most of the world scarred with pavement from bases for quite some time, and every tile paved removes a forage/animal spawn.

I've been trying to figure out a way to implement a type of "road pavement" you can't build on an doesn't decay (or decays slower/can be connected to an active claim without directly being covered it, but main concern is how you prevent someone just building a road that sprawls and loop without going nowhere, just to deny the useful forest (or even grassland) and/or to make the map ugly.
Robben_DuMarsch wrote:If you accept roads below ground, decay is x10 as slow.

Pavement shouldn't decay at all underground because the process requires "vines" that (AFAIK) don't spawn on underground tiles.
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Re: Is there a reason roads decay so fast?

Postby Robben_DuMarsch » Sun Aug 03, 2025 12:56 pm

vatas wrote:Pavement shouldn't decay at all underground because the process requires "vines" that (AFAIK) don't spawn on underground tiles.


That's a good point I'd forgotten.
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Re: Is there a reason roads decay so fast?

Postby The_Blode » Sun Aug 03, 2025 4:54 pm

Keep the whole thing the same, claims, vines, all of it.
But if an unclaimed tile with vines is walked through twice (with the same logic of entering/exiting a tile that plows use), the vines disappear.
That way if the road is regularly used by multiple people going one way, or one person going both ways, the road is kept intact.
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Re: Is there a reason roads decay so fast?

Postby Neppy » Sun Aug 03, 2025 5:23 pm

Silver and gold tiles don't decay. Maybe it's possible to protect a stone road with gold/silver outlines. Never tested it.
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Re: Is there a reason roads decay so fast?

Postby NightMind » Mon Aug 04, 2025 6:29 am

A lot of road damage irl comes from freeze-thaw cycles.
Perhaps there is a way to have roads take additional damage if they have snow when the spring comes? Either spawning extra vines or destroying a road with an existing vine regardless of the vine "progress". 2-3 winters would kill off any unmaintained roads.
And if you do want to keep the road, some moundbeds or roadside torches could be used to protect your roads, besides looking really cool. Unmaintained roads and peavements will still die off quite quickly. Maybe even quicker. But Maintaining them becomes much less of a hassle. I'd also love to see plows get used as a way to quickly de-snow land. I'd keep them at same speed and stamina as making farmplots, except they won't take damage or produce snow drops.
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Re: Is there a reason roads decay so fast?

Postby Soukuw » Tue Aug 05, 2025 7:31 am

Instead of making a new topic gonna spam here:

Wells should decay extremely slowly and be hard to destroy on a claim. They could even leave mounds behind after destruction that can be destroyed based on how deep they were dug.

I really like the end game worlds but just really wish there was more detail to it. That detail expands what the earlier players do and I think it's a net benefit for everyone.
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