I'm talking about RAM. Regardless, you'd need a huge number of trees on the embark for their numbers to make a noticeable dent in the memory of a reasonably modern computer (i.e. hundreds of megabytes available to DF). If you're very inefficient and use 1 KB per tree 10000 trees will still not consume more than 10 MB, so memory will not be what limits you from completely covering the surface (and the caverns) in trees. And before you go back to the world wide tree count: I'm talking about the embark(s). I believe there is an agreement that the tree population outside of embarks need an efficient, probably generic, handling of some sort.
It takes about 3 years for a sapling to reach maturity (check the tree farm wiki page. I've also confirmed it recently with the first blood thorns in my farm reaching maturity after about 3 years).
That simply is not true. Modelling even one day's worth of tree growth on a large forested biomes taxes the RAM (or is it processing power?) of most modern computers, as I know from bitter experience. What you are proposing is that during embark the RAM cope with the whole growth of a forest over years in a single moment! There is a way around it however, the way round is to take 'time out' of the embark (or when loading a new area of the adventurer map) and dedicate the whole memory to filling the loaded area with trees that did not need to exist before. At the end of tree-gen the trees are simply saved into the save-game file and can then be loaded into the game since static trees take far less memory to load than the process needed to grow them does.
It does not matter if it takes 3 years for a sapling to reach maturity because it certainly does not take that long for the saplings to be placed in the first place. If there was 'treesplosion' the whole map should after a number of years be covered in saplings even if said saplings are not yet all grown trees.
The calculations are not all that difficult (and I disapprove of the use of the term 'instant' here. First embark can take about a minute.) It is less memory intensive to handle all the trees up front as abstract than it is to have new trees entering into your model after you've made them physical and lost the ability to optimize. You could flood fill the map with trees of varying ages and shapes (avoiding the tree farm effect,) but I must point out that it misses the entire point of the thread.
That is the tree farm solution and it is what is already in play for the initial trees that are placed on the map. The devs have however clearly opted to make these trees few in number and not fully grown. They have clearly rejected the tree-farm model, which even if randomised can still only manage a very limited array of shapes compared to the dynamic and competitive growth model which makes very interesting trees indeed.
They could have just have the game calculate how many trees should be on the map given the local mechanics and then flood the map with that number of trees so that unless trees are cut down or tree dying is introduced things will remain static but they chose not to; stopping their automatic tree placement model from simply running until it cannot place any more trees.
It's fine for an actual forest. It's not fine for a savanna, a valley, a grasslands, a forest glade, etc.
None of those are DF pictures so I have no idea what the final situation in those biomes looks like.
Do you see a cluster effect here?[/url] (Notice the strangely-familiar gap near the top right.)
I do not see much of a cluster effect at all, there a small amount of clustering only because the dots are small and the number of them is small. If the dots were large and they were free to multiply across the board, placing new dots at random locations in the white area it would not take very long until we end up not with a distribution of dots but a
black sheet of total uniformity.
If you mean the limit is that they only can't get too close, this statement is in direct contradiction to your cluster assertion. If you mean they are placed in a set range, this is demonstratively false.
I am talking about how the growth of trees are regulated within a tree-growth zone, where saplings are free to be placed randomly. Within the tree growth zone the regulatory factor is the proximity of adult trees, new saplings do not get placed (and existing saplings get snuffed out) if they are too close to a grown up tree, the bigger the tree the further they have to be away from it.
Strictly speaking the zones do not control the growth of adult trees but only the placement of new saplings, the adult trees are free to grow over the treeless zone to the limit of their size. The map is divided up into
"place saplings here" zones and
"do not place saplings here" zones and that is why there is no 'treesplosion' as such.
That isn't sufficient proof if it's randomized. Suppose you have a twenty-sided die. How many rolls does it take to land on every number at least once?
400 rolls, is this supposed to be a mathematics puzzle?
If the distribution of something is indeed truly random then as the number of the item placed increases, the clustering in the placement of the items *must* decrease or else the situation is not truly random. That there are, in an sapling-less area after 7 years of uninterrupted sapling placement then something is clearly going on.
That's not sufficient. Where are the trees popping up? Can you identify these same zones each time?
I have already identified such a zone Bumber, there is clearly one to the west of the lake in the south-east of the map; I could draw them if I wished by drawing around all the saplings and tree trunks on the map. At the end of the day it does not matter, because
I do not have to prove a negative, you have to prove that treesplosion exists and not I the reverse, especially given how extraordinary a claim it is to have the devs make such a detailed tree-growth model without putting in place any checks on tree growth even in arid treeless areas.
If your argument is simply that 7 years is not long enough for random increase to result in uniformity then come up with a 20-30 year map that shows the resulting uniform distribution of trees with no clusters in site. Mere hearsay that such a thing as treesplosion exists is not sufficient.