Trees self reproduction

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

Re: Trees self reproduction

Postby TheTylerLee » Fri Oct 21, 2011 2:48 am

bad idea, i clearcut, and remove stumps, so that the grasslands or mud will spread.. which it does
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Re: Trees self reproduction

Postby AnnaC » Fri Oct 21, 2011 5:14 am

The week or whatever that this was actually going in world 3 was awesome. :lol:
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Re: Trees self reproduction

Postby MagicManICT » Fri Oct 21, 2011 6:24 am

AnnaC wrote:The week or whatever that this was actually going in world 3 was awesome. :lol:


Yeah, I can just see trees growing up in the middle of chicken coops and mansions. Nature was truly trying to reclaim civilization!
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Re: Trees self reproduction

Postby dagrimreefah » Fri Oct 21, 2011 12:05 pm

I second this idea.
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Re: Trees self reproduction

Postby ImAwesome » Fri Oct 21, 2011 12:22 pm

MagicManICT wrote:
ImAwesome wrote:@MagicMan not just charter stone areas, some noob started in my area not too long ago and has chopped down almost every tree in a small area(maybe 20X20) and just left the logs there. I took the logs to build things and left him/her a runestone asking why. I got no reply, but more trees kept getting chopped and left...


I can give you two reasons: Trying to create a patch of grassland to spawn animals for hunting or taming OR someone that restarted a character and doesn't know about the new game rules.

A third reason could be a possiblity, but it's a stretch: someone is just trying to deforest the area for no particular reason or maybe just to make life difficult for others nearby. People usually will break up the logs, though, so they'll despawn leaving nothing for players to use to build with.

I just want to say this on tree regrowth: My only issue with this will be keeping unwanted trees under control. How do you keep wild trees from popping up in your tree farm? Otherwise, I'm all for this.

what about no growth on claims? or do you farm on unclaimed land around your area? if thats the issue maybe add something similar to the civilization levels used with animals...at 0 they grow fast and slows as it gets higher, but higher than a certain level trees won't grow in that area naturally anymore?

my scenario, I think it was someone who had no clue what they were doing, they didn't remove stumps either(think those haave to be removed for grass) and there is a moor or heath(pink/purple one) right across the river from the area and usually atleast 1 boat near the river...I may replant in the area later depends on if I get time for tree planting(long process that you have to be online for)
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Re: Trees self reproduction

Postby mvgulik » Fri Oct 21, 2011 12:43 pm

stumps:
ImAwesome wrote:(think those haave to be removed for grass)

Nope. (Taking a good look around new grass area's should have given you a clue about that.)
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Re: Trees self reproduction

Postby knightgabe13 » Fri Oct 21, 2011 8:32 pm

TheTylerLee wrote:how about this

Stump Decay

this.


My thoughts:
If they implement this, then after 3 days, it will decay. Then, a baby sapling generates there and grows up in 3/4s the normal time, because decayed stumps could act as fertilizer.
There's also a 50% chance that two spawn from one stump. Go, Nature!! :)
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Re: Trees self reproduction

Postby MagicManICT » Fri Oct 21, 2011 8:57 pm

knightgabe13 wrote:If they implement this, then after 3 days, it will decay. Then, a baby sapling generates there and grows up in 3/4s the normal time, because decayed stumps could act as fertilizer.
There's also a 50% chance that two spawn from one stump. Go, Nature!! :)


Three days is pretty short. It takes years for a saplings to pop up where trees have been clear cut. Just abstracting that out and I'd say at least a week. However, we already have a nice mechanic in place for decay of the terrain, so I say it should be used. Stump decays away and then X decay ticks later, a sapling sprouts in a nearby area. (Note: some of us don't bother removing stumps because we don't need all the blocks at the moment and will go back and get them later. Automatic tree respawning would change this behavior, or course, as there wouldn't be a need to 'save' blocks of wood.) Also, why the faster growth rate? If anything the presence of a stump being there previously would hinder growth. Anyone that has done tree farming that the growth rate is more than fast enough as it is for all but the three big trees (oak, maple, pine). It's that decay tick for the fully mature tree that sucks.

There's another factor here I'd rather see in play: Make the two forest types spread out if the neighboring forest type has trees removed. Of course, keeping them from spreading into swamps, grasslands, or mudflats could make this unachievable.
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