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Author Topic: Trees, man.  (Read 35586 times)

Kofthefens

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Re: Trees, man.
« Reply #75 on: September 26, 2012, 09:31:07 am »

Spoiler (click to show/hide)

:P

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Flying Fortress

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Re: Trees, man.
« Reply #76 on: September 26, 2012, 11:38:22 am »

That's odd, it works fine for me.  Oh well, re-posted on different site below.
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squishynoob

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Re: Trees, man.
« Reply #77 on: September 26, 2012, 12:58:37 pm »

I wonder how the trees will grow over tiles, what happens if there's no room?

And will we get deaths like

"Urist McUnlucky has been encased in a growing tree" ?
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nomad

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Re: Trees, man.
« Reply #78 on: September 26, 2012, 01:06:36 pm »

im still interested in how those roots will work...

will trees stop growing if you mine under them? will they grow roots and fill out small passages?
will mining where toots are produce wood?

so many questions ^^
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MadocComadrin

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Re: Trees, man.
« Reply #79 on: September 26, 2012, 02:37:18 pm »

im still interested in how those roots will work...

will trees stop growing if you mine under them? will they grow roots and fill out small passages?
will mining where toots are produce wood?

so many questions ^^
I don't think you'd want to mine where toots are. D:
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Inarius

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Re: Trees, man.
« Reply #80 on: September 26, 2012, 03:00:01 pm »

I think that the main questions about trees are :

- Speed of growth (it is said that it depends on parameters). To what extent ?
- Types of trees (I suppose it will depend on climate)
- Which role will play roots ? (will the tree die if they are destroyed, will they destroy walls, how deep will they go, will tree cave-in if they disappear, etc...
- How much will trees be usable ? Will they be buildable, will they be jumpable from, will the goblins or whatever creatures actually interact with them, use them ?
- Will eldest tree make a different wood than younger, both in quality and quantity ? (+Elder oak spear+)
- Use of fruits? If it's only a new source of food, then well...there is already A TON of way to food a forteress, and a 9x9 farm can already produce for A LOT of dwarves so...
- Will these many new items bloat the game ?

(If you see other questions...?)
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Monk321654

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Re: Trees, man.
« Reply #81 on: September 26, 2012, 03:00:49 pm »

im still interested in how those roots will work...

will trees stop growing if you mine under them? will they grow roots and fill out small passages?
will mining where toots are produce wood?

so many questions ^^
I don't think you'd want to mine where toots are. D:
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PaleBlueHammer

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Re: Trees, man.
« Reply #82 on: September 26, 2012, 03:07:05 pm »

I don't think you'd want to mine where toots are. D:

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EveryZig

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Re: Trees, man.
« Reply #83 on: September 26, 2012, 09:29:37 pm »

If trees are (like wooden walls) not flammable, the obvious thing to do with them is to hollow them out and make them spew magma.
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GreatWyrmGold

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Re: Trees, man.
« Reply #84 on: September 26, 2012, 10:00:52 pm »

If they are finally flammable, do so anyway.
Or make marksdwarf towers.
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Eoganachta

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Re: Trees, man.
« Reply #85 on: September 26, 2012, 10:20:29 pm »

If trees are (like wooden walls) not flammable, the obvious thing to do with them is to hollow them out and make them spew magma.

Imagine it: the Elven traders arrive and see a massive tree so high that it parts the clouds. And then it starts to bleed magma.
Depending on what we're able to mod we make trees so massive we can carve them out and house a fort inside a tree! That and I'm wondering if the foliage will be flammable even if the wood is not (if they're considered like wooden walls).
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GreatWyrmGold

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Re: Trees, man.
« Reply #86 on: September 26, 2012, 10:26:23 pm »

I am so modding in redwoods...The largest would be dozens of z-levels high...
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gbrngfol

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Re: Trees, man.
« Reply #87 on: September 27, 2012, 05:21:31 am »


Ah, we're going to get a whole lot of new tree-types as well. Because there aren't fruit trees yet.
So we'll get apples, pear and oranges etc. But perhaps also grapes? Pumpkins? And coconuts in tropical areas...

There's a mod that gives most of those things and a lot of other plants. A link is here:

http://www.bay12forums.com/smf/index.php?topic=96009.msg2740764#msg2740764
« Last Edit: September 27, 2012, 05:24:55 am by gbrngfol »
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Loud Whispers

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Re: Trees, man.
« Reply #88 on: September 27, 2012, 02:23:30 pm »


Ah, we're going to get a whole lot of new tree-types as well. Because there aren't fruit trees yet.
So we'll get apples, pear and oranges etc. But perhaps also grapes? Pumpkins? And coconuts in tropical areas...

There's a mod that gives most of those things and a lot of other plants. A link is here:

http://www.bay12forums.com/smf/index.php?topic=96009.msg2740764#msg2740764

Aye, but not vanilla yet >:)

gbrngfol

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Re: Trees, man.
« Reply #89 on: September 27, 2012, 08:17:30 pm »


Ah, we're going to get a whole lot of new tree-types as well. Because there aren't fruit trees yet.
So we'll get apples, pear and oranges etc. But perhaps also grapes? Pumpkins? And coconuts in tropical areas...

There's a mod that gives most of those things and a lot of other plants. A link is here:

http://www.bay12forums.com/smf/index.php?topic=96009.msg2740764#msg2740764

Aye, but not vanilla yet >:)

True
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