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Author Topic: Grass  (Read 1790 times)

Pilsu

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Grass
« on: March 22, 2010, 02:33:32 am »

Grass trampling as is is pretty broken and silly. Having a convenient way to remove it from the game via an init option would be a nice thing to have. Right now, a solitary woodcutter can render the forest floor bare with his moccasins of planty doom and that inhibits reforestation significantly.

Grass being able to exist in the same tile as shrubs and trees would also be nice. This would facilitate faster regrowth and forest fires. Right now shrubs and trees can only burn if set alight by an adventurer.
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Spectre

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Re: Grass
« Reply #1 on: March 22, 2010, 08:06:31 am »

Set [Grasstrample:0] in the raws of Dwarves
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Pilsu

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Re: Grass
« Reply #2 on: March 23, 2010, 03:26:12 am »

It's not just the dwarves that trample my lawn, it's everything. Cows, merchants, goblin invaders, wild animals, you name it. It takes a massive amount of work to remove grass trampling from every creature I'm likely to meet during the course of the game. An init option for a mechanic that just doesn't work yet is appropriate.
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assimilateur

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Re: Grass
« Reply #3 on: March 23, 2010, 03:47:46 am »

An init option for a mechanic that just doesn't work yet is appropriate.

I agree, but setting grass trample to 0 for every relevant creature is less of a hassle than you probably think. I did so, and I still didn't need carpal tunnel surgery.

Also, there's ways of doing so without updating everything by hand. I haven't used it so far, but look up Notepad++ or other more advanced text editors. It should have features that let you substitute a given string with something you specify or mass-delete strings.

I figure (read: I've read about something similar on the forum) you'd first let it delete [GRASSTRAMPLE:*] from all raw files. That's assuming you'd be able to use wildcards; if not, that would complicate things. Then you'd tell it to substitute the following:
Code: [Select]
[STANDARD_FLESH]
with the following
Code: [Select]
[STANDARD_FLESH]
[GRASSTRAMPLE:0]

That's based on the assumption that every creature has the [STANDARD_FLESH] tag, which may or may not be true.
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Spectre

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Re: Grass
« Reply #4 on: March 23, 2010, 05:22:40 am »

I use notepad++
Its fairly easy. You just open the search field. Switch it so that it replaces the searched string with an other string and let it 'replace all' in every text file. The search field is saved since notepad++ employes tabs, so you just need to switch between the tabs, select the search window and press the associated key.
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Hyndis

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Re: Grass
« Reply #5 on: March 23, 2010, 12:02:20 pm »

I do this as well, even for other games that you can used notepad based modding with cleartext files. The replace function works wonders.

But yes, the grass trampling is a bit overdone. It makes sense for huge creatures, like megabeasts, but for regular dwarves its very easy to strip down the world into a barren moonscape.

I'm all for dwarves turning the world into a barren moonscape, but c'mon, at least require that magma be involved, instead of just trampling entire forests to death under the feet of a few woodcutters.
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Safe-Keeper

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Re: Grass
« Reply #6 on: March 23, 2010, 12:07:36 pm »

I've never even considered that the grass trampling feature could be seen as annoying. Does it do any actual gameplay harm that I've overlooked?
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"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

Hyndis

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Re: Grass
« Reply #7 on: March 23, 2010, 12:23:20 pm »

Yes, trampling away all grass means that no shrubs or trees can grow there until the grass first regrows.
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assimilateur

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Re: Grass
« Reply #8 on: March 23, 2010, 12:24:02 pm »

I've never even considered that the grass trampling feature could be seen as annoying. Does it do any actual gameplay harm that I've overlooked?

It does do harm if you care about tree-growth. Other than that, it's merely an aesthetic problem, which is enough reason for me to remove it, but I can't speak for others.
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NW_Kohaku

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Re: Grass
« Reply #9 on: March 23, 2010, 12:24:33 pm »

I've never even considered that the grass trampling feature could be seen as annoying. Does it do any actual gameplay harm that I've overlooked?

As I can reason:

* Prevents tree and shrub growth, for good or bad.

* Can effectively stop wildfires by killing all burnable material - fires without a directly adjacent grass tile will be unable to spread.  Simply walking back and forth across the grass a few times is enough to replicate the act of using a bulldozer to create an impermeable barrier to fires by plowing under all vegetable material.

* Offends people who like nature and green things (must check forums for secret elf sympathizers)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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Spectre

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Re: Grass
« Reply #10 on: March 23, 2010, 12:30:42 pm »

The idea on wildfires is actually quite good.
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NW_Kohaku

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Re: Grass
« Reply #11 on: March 23, 2010, 12:38:18 pm »

The idea on wildfires is actually quite good.

Sadly, I can't say it was something I came up with completely on my own - it was an observation of a wildfire that occured after a human caravan entered my map near my magma pipe, and a fire imp lobbed a fireball at a unicorn soon after the caravan had made it just far enough away to avoid being the the target, themselves.  All the grass on the other side of the human caravan's path was untouched.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Safe-Keeper

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Re: Grass
« Reply #12 on: March 23, 2010, 12:45:59 pm »

Quote
* Prevents tree and shrub growth, for good or bad.
Ah, never thought of that.

Still don't consider it a big enough problem to warrant removal, though, but to each their own.
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"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

Pilsu

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Re: Grass
« Reply #13 on: March 23, 2010, 01:18:55 pm »

Well, it's an unfinished and arguably detrimental feature and it probably won't be improved anytime soon so an init option to disable it would be appropriate. Then again, I don't know how coding intensive adding a toggle to disable a species specific feature would be. For all I know, it might be less effort to fix the feature itself.
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Spectre

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Re: Grass
« Reply #14 on: March 23, 2010, 03:01:47 pm »

Allthough, on second thought, a road might be easier...
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