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Author Topic: tree growth could use a nerf  (Read 1883 times)

martinuzz

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tree growth could use a nerf
« on: January 14, 2023, 04:14:42 pm »

Even if you embark on a place which has sparse tree growth, in just a few game years it will be a dense jungle with how fast new trees spawn.
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NPK

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Re: tree growth could use a nerf
« Reply #1 on: January 14, 2023, 06:25:08 pm »

I agree, I've taken to embarking in forests so the tree growth feela leas significant.

Maybe an embark's number of trees should have a cap, or saplings should be unable to grow within a certain number of tiles from a grown tree.
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0x517A5D

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Re: tree growth could use a nerf
« Reply #2 on: January 14, 2023, 10:16:26 pm »

I've taken to building single-tile dirt roads over saplings.  Sometimes I'll maintain a forested area, other times I just clobber them all.

or saplings should be unable to grow within a certain number of tiles from a grown tree.
This is already true.  Saplings cannot become trees if there is tree canopy overhead.
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Saiko Kila

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Re: tree growth could use a nerf
« Reply #3 on: January 15, 2023, 03:57:47 am »

I like the fast grow, because it allows to create maintained forests, both on the surface and underground. Tree growth is easy to prevent (with roads of different kind), and trees can be cleared by ballistas without creating logs - and I suppose without the agitation, though I haven't met agitated animals yet.

I would accept nerfing tree growth rate if there was a way to plant trees though.
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FantasticDorf

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Re: tree growth could use a nerf
« Reply #4 on: January 15, 2023, 04:49:18 am »

I would accept nerfing tree growth rate if there was a way to plant trees though.

I already try to preserve what trees are on embark, so the fast growth of trees is beneficial to the ones set aside in orchards (unless inconveniently placed) and clearing away regenerating dead saplings, which shouldn't be growing. All it would require is less micromanagement of clearing samplings with the existing method, and keeping ontop of sapling growth removal/collection to make the tree growing process a lot more organized.
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EmperorCoolidge

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Re: tree growth could use a nerf
« Reply #5 on: January 16, 2023, 11:27:02 am »

I wouldn't mind so much if not for:
A: Default Elves being much stingier (25? I can't even keep my walls clear with 25 you stupid hippie)
B: Sudden Woodcutter Death Syndrome
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ArmokGoB

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Re: tree growth could use a nerf
« Reply #6 on: January 16, 2023, 04:46:21 pm »

There should be a limit to the amount of trees that can exist above ground that is dependent on the "Trees" value of the subregion.
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Panando

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Re: tree growth could use a nerf
« Reply #7 on: January 16, 2023, 04:51:57 pm »

I embarked on a joyous wilds forest, 3x3, and decided after a while to cut down all the trees for FPS reasons (it really improved the FPS), but I was seriously impressed by how quickly the trees grew back, like I couldn't cut them down and haul the logs in fast enough to keep up with the growth, of course constant attacks from giant agitated birds didn't help with my project to collect all the logs, but yeah, I'd clear-cut the map and a few minutes later the trees would be back, it was truly a war on nature.
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martinuzz

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Gaxxian

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Re: tree growth could use a nerf
« Reply #9 on: January 16, 2023, 06:30:08 pm »

It should be a limit on trees D: In narrow caverns, with just one or two years you cannot move anymore there xD
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vjek

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Re: tree growth could use a nerf
« Reply #10 on: January 17, 2023, 04:17:37 pm »

There should be a limit to the amount of trees that can exist above ground that is dependent on the "Trees" value of the subregion.
It should be a limit on trees D: In narrow caverns, with just one or two years you cannot move anymore there xD
Agreed to both.  This should be the solution for above ground and below ground, in my opinion, as well.

dirkdragonslayer

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Re: tree growth could use a nerf
« Reply #11 on: January 20, 2023, 11:58:09 am »

I wouldn't mind so much if not for:
A: Default Elves being much stingier (25? I can't even keep my walls clear with 25 you stupid hippie)
B: Sudden Woodcutter Death Syndrome

Sudden woodcutter death has been very inconsistent for me. On heavily forested map with big trees it's been fine, no deaths. I had the logging industry in full production to produce loads of charcoal and bins. On a mountaintop with the small spindly trees, I have lost 4 or 5 woodcutters so far.
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rhavviepoodle

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Re: tree growth could use a nerf
« Reply #12 on: January 23, 2023, 12:32:07 pm »

It should be a limit on trees D: In narrow caverns, with just one or two years you cannot move anymore there xD

My last fort, I had two forgotten beasts who were straight up stuck because the part of the cavern they entered through was simply closed off. I nicknamed them Mr. Stuck and Ms. Stuck. Unlike pretty much every other FB, they were spared from the bloodthirsty bat people.
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Flying Dice

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Re: tree growth could use a nerf
« Reply #13 on: January 23, 2023, 06:42:22 pm »

I wouldn't mind so much if not for:
A: Default Elves being much stingier (25? I can't even keep my walls clear with 25 you stupid hippie)
B: Sudden Woodcutter Death Syndrome

Sudden woodcutter death has been very inconsistent for me. On heavily forested map with big trees it's been fine, no deaths. I had the logging industry in full production to produce loads of charcoal and bins. On a mountaintop with the small spindly trees, I have lost 4 or 5 woodcutters so far.

I've seen other people mention that dead trees like that can cause collapses on their own (where normally tree collapses only come from logs falling onto the limbs of other trees which are subsequently cut).

Haven't tested it myself yet.
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