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Author Topic: The Elfdritch horror of Treesplosion  (Read 1101 times)

Urist Sonuvagimli

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The Elfdritch horror of Treesplosion
« on: February 26, 2015, 04:16:11 am »

The new multi-tile trees make my gaming machine weep!

I chose to embark in a desert. Thes site looked like a complete wasteland - there were 2 trees on the map, these were immideately cut down for timber.

2 years have since passed. On spring the 1st Granite 252 there was a signiicant slowdown. Looking at a map again:

Spoiler (click to show/hide)

The entire desert has turned into a Saguaro jungle overnight. Image above is but a portion of the map - there are countless trees on the other side as well. Naturally, framerate went down.

Now the harsh barren wasteland to be conquered has turned into sluggish elven retreat. I've tried cutting some trees down, though, with 30 FPS and 100 dwarves it is going to take forever.  Can DFhack help?
« Last Edit: February 26, 2015, 09:00:00 pm by Urist Sonuvagimli »
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Boltgun

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Re: The Elfdritch horror of Treesplosion
« Reply #1 on: February 26, 2015, 05:18:58 am »

Dfhack can only help crashing the game as manipulating trees is unstable.

You have 100 dwarves however, you can make a bunch of battle axes and send them all to cut down the tree menace. Limit the number of haulers afterwards because you're going to have a lot of lumber.

Bonus effect: Elves will be pissed.
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Urist Sonuvagimli

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Re: The Elfdritch horror of Treesplosion
« Reply #2 on: February 26, 2015, 06:30:45 am »

Yes, looks like cutting down trees is the only choice. However, this is not the first treesplosion I experience. Pretty much anywhere I choose to embark trees grow and multiply with tremendous speed. Only the glaciers are safe from these lumbering FPS killers.

Is there any way to prevent trees from growing at all on the map? Besides flooding the world with magma?
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Blastbeard

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Re: The Elfdritch horror of Treesplosion
« Reply #3 on: February 26, 2015, 08:16:22 am »

Magma doesn't appear to affect saguaro trees unless you pour it directly on top of it, and even then the base of the tree might not be affected. Even if you could coax a dragon to breathe fire on command, it wouldn't do anything because you need sustained heat to burn a tree, something that normally only happens because of the abundance of grass and other flammable objects.
Just cutting them down is probably the most viable solution. If you can spare the gear, equip your woodcutters with metal headgear, as falling logs can be really nasty.


If they aren't causing birds to explode midlfight they're lagging forts to death and braining anyone who dares chop them down. Trees have become a real menace. It was inevitable.
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PatrikLundell

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Re: The Elfdritch horror of Treesplosion
« Reply #4 on: February 26, 2015, 10:31:37 am »

It's taken me quite a few years for trees to grow back in sparsely wooded areas, but I've had them eventually block my trade entrance despite it being protected by a paved road around it (Ended up with a paved road all the way to the edge).

In your case, I'd pave most or all of the map, or, alternatively, set the dwarven engineering corps to remove all soil from the map (a.k.a. strip mining).
The next time, you might want to embark in badlands or in mountains. My understanding is that there is no regrowth of anything in mountains (ruling out outdoor farming), while badlands support growth (including trees) only where the top level of soil is removed (and the layer below is soil as well).
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Loci

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Re: The Elfdritch horror of Treesplosion
« Reply #5 on: February 26, 2015, 02:08:36 pm »

Is there any way to prevent trees from growing at all on the map? Besides flooding the world with magma?

Here's an improved region-pops script for dfhack:

Spoiler (click to show/hide)

To use it, install dfhack (if you don't have it already), copy the code, paste it over the code in "hack/scripts/region-pops.lua" in your Dwarf Fortress directory, then run "region-pops set SAGUARO 0 FORCE" in the dfhack console. Make sure you keep a backup copy of your save because there is some possibility for flakiness. I tested it for several seasons and the game didn't crash, but I'm not sure that setting the region population to zero actually prevents new trees from growing (it doesn't affect already growing trees). But, at least in theory, this should eliminate the elfish encroachment.
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Urist Sonuvagimli

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Re: The Elfdritch horror of Treesplosion
« Reply #6 on: February 26, 2015, 10:57:19 pm »

Thankyou for your suggestions. 5 Woodcutters culled 84 trees on the map, and fps went up by 10-20. DFhack's AUTOCHOP option helps great when dealing with green threat. Though I could swear it looks like for 1 tree cut another grows up immideately at random spot.

944 logs aquired through logging efforts should be enough to pave the entire map. Time for the megaproject has come!
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Blastbeard

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Re: The Elfdritch horror of Treesplosion
« Reply #7 on: February 26, 2015, 11:04:21 pm »

944 logs aquired through logging efforts should be enough to pave the entire map. Time for the megaproject has come!

Build a giant tree made of dead trees, with a hollow in the middle leading down into the magma sea. The elves will never know the difference. If the elves know the difference, throw them down the hollow into the magma until they don't know the difference.
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utunnels

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Re: The Elfdritch horror of Treesplosion
« Reply #8 on: February 26, 2015, 11:22:17 pm »

I think it should be report as a bug.
Even if it is a land with sparse trees, it will grew into a forest sooner or later.
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Brent Not Broken

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Re: The Elfdritch horror of Treesplosion
« Reply #9 on: February 27, 2015, 06:37:33 am »

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Sanctume

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Re: The Elfdritch horror of Treesplosion
« Reply #10 on: February 27, 2015, 10:26:40 am »

I know I had to create a 3-tile road buffer to prevent tress from destroying my surface walls. 
I'd build roads, and level maybe an 11x11 area for trees to regrow or even set for gathering plants/fruits. 
If it's really a pain, then I'd use dfhack fastdwarf 1 1 and cut every tree, and build roads or floors out of logs.