Self Replenishing Forests

Forum for suggesting changes to Salem.

Re: Just to much....CRAFTING!

Postby CharlesM » Tue Feb 19, 2013 8:53 pm

Tylan wrote:
Image

Stax participated in derail.

It's super effective!



This thread is about crafting more than implementation of new forest mechanics, right?


Yeah but it is also talking about elements which are missing in the game.
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Re: Just to much....CRAFTING!

Postby staxjax » Tue Feb 19, 2013 9:00 pm

This thread is about crafting more than implementation of new forest mechanics, right?


That is correct. We have already discerned that you have to plant trees to make them grow back.
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Self replenishing forests

Postby CharlesM » Tue Feb 19, 2013 9:01 pm

rkaney wrote:There is already a decay mechanic in place with stumps, why not add it to trees with a little randomness thrown in. Start with a chance for seedlings to sprout within a radius of mature trees. Mature trees have decay timer. Once they hit an event they are naturally felled. x amount of days they become hollow logs/ stumps. Then x amount of days they are gone. Would make the forests come alive and you already have some of the systems in place.

Also an axe made from oak will perform differntly then spruce. Maple, cherry, or mahogany would certainly be more desirable then pine for furniture. Sap or syrup could easily be added. This game has so much potential. We will see though if its realized or not.



Can a mod please merge mine and Staxjax' posts from CoH here please.
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Re: Self Replenishing Forests

Postby Droj » Tue Feb 19, 2013 10:19 pm

I like this idea! :geek:
***** the Treaty!
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Re: Just to much....CRAFTING!

Postby Mereni » Tue Feb 19, 2013 11:52 pm

I really love this idea. I assume it would have to be biome based as well. Like, trees in coniferous won't spawn trees into grassland so we don't get weird mixing. Trees in the more forested biomes would have a smaller respawn radius but a higher chance for a seedling to appear where there's more space. Grassland would have a wider seeding radius around each tree but a much lower chance for it to happen.

staxjax wrote:Clearcut areas dont automatically replenish in rl. If you want your forest back after clear cutting it, you have to plant new trees.


Yes, they do regrow. It just takes longer because the trees appear around the edges of the clear cut areas, for the most part. And if seedlings only appeared fairly near to other trees, it would work about the same way it does in nature.
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Re: Self Replenishing Forests

Postby TeckXKnight » Wed Feb 20, 2013 3:08 am

Why am I getting credit as the op when it was rkaney's idea?

Also, as for it being unrealistic for the world's trees and terrain to be dynamic; it's more fun for players to engage in shifting terrain that isn't just wasteland. Having some kind of cyclical nature to nature would present a world with the ability to somewhat manage itself as it consumes old claims and replaces its roads with dirt and its houses with trees. It'd be folly to abandon every idea just because it doesn't fit perfectly with reality.
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Re: Self Replenishing Forests

Postby rkaney » Wed Feb 20, 2013 3:46 am

TeckXKnight wrote:Why am I getting credit as the op when it was rkaney's idea?

Also, as for it being unrealistic for the world's trees and terrain to be dynamic; it's more fun for players to engage in shifting terrain that isn't just wasteland. Having some kind of cyclical nature to nature would present a world with the ability to somewhere manage itself as it consumes old claims and replaces its roads with dirt and its houses with trees. It'd be folly to abandon every idea just because it doesn't fit perfectly with reality.


The world is full of rich people who took other's ideas - good luck.

This mechanic, if left in place, would also make uninhabited areas more and more dense (im sure you would have to cap the density at some point). Would make the uncivilized portions harder to navigate and such through the woods.
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Re: Self Replenishing Forests

Postby MagicManICT » Wed Feb 20, 2013 5:39 am

TeckXKnight wrote:Why am I getting credit as the op when it was rkaney's idea?


Posts are automatically listed in chronological order. Nothing that can be done about it that I know of on phpBB.

I'm all for regrowth of forest if it's selectively harvested and thinned out. However, clear cut areas should turn into dead spots or grasslands as they do now.

You can say the spread of seed and such is just a representation of all the fauna we don't see.
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Re: Self Replenishing Forests

Postby Mereni » Wed Feb 20, 2013 8:15 am

MagicManICT wrote:
TeckXKnight wrote:Why am I getting credit as the op when it was rkaney's idea?


Posts are automatically listed in chronological order. Nothing that can be done about it that I know of on phpBB.

I'm all for regrowth of forest if it's selectively harvested and thinned out. However, clear cut areas should turn into dead spots or grasslands as they do now.

You can say the spread of seed and such is just a representation of all the fauna we don't see.


But clear cut areas don't turn into grasslands now. The adjacent biome spreads, so you can encourage grassland or some other biome into your base from a small patch, but that's it.
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Re: Self Replenishing Forests

Postby MagicManICT » Wed Feb 20, 2013 5:03 pm

They do change over time. I've seen it myself. It takes a LOT for the change to start showing. However, once it does show up, it can spread fairly quickly.
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