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Amzinoji

The Problem with Trees - Seeds

29 posts in this topic

Have a maximum tree population then. To prevent a static world, have the tree 'seeding' algorithm continue to run once the population limit is reached, but if the seeding check returns positive, have another tree of the same species 'die'. (I'd probably just have the tree outright disappear without dropping anything, as dropping material would have the name entity-spam problem of before)

Have the population limit different per biome. That way plains won't be overrun by trees, but other more naturally forested areas can become very dense over time.

Of course, trees planted by the player will still grow, regardless of the cap, but the player's trees will still count toward the cap when calculating the seeding and tree death numbers.

+1

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Have a maximum tree population then. To prevent a static world, have the tree 'seeding' algorithm continue to run once the population limit is reached, but if the seeding check returns positive, have another tree of the same species 'die'. (I'd probably just have the tree outright disappear without dropping anything, as dropping material would have the name entity-spam problem of before)

Have the population limit different per biome. That way plains won't be overrun by trees, but other more naturally forested areas can become very dense over time.

Of course, trees planted by the player will still grow, regardless of the cap, but the player's trees will still count toward the cap when calculating the seeding and tree death numbers.

Brilliant
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Have a maximum tree population then. To prevent a static world, have the tree 'seeding' algorithm continue to run once the population limit is reached, but if the seeding check returns positive, have another tree of the same species 'die'. (I'd probably just have the tree outright disappear without dropping anything, as dropping material would have the name entity-spam problem of before)

Have the population limit different per biome. That way plains won't be overrun by trees, but other more naturally forested areas can become very dense over time.

Of course, trees planted by the player will still grow, regardless of the cap, but the player's trees will still count toward the cap when calculating the seeding and tree death numbers.

That!

Also, trees planted by the player would have to have a "special" tag to prevent them from "dying" and also be able to go over the cap. I'm saying that cuz plains are the best place to make treefarms, as they are flat and ... without trees!, so placing 200 sapplings in a plain would make the cap go way over the normal and would automatically start the Tree-Dying process, making tree-farms inefficient.

But that's a great ideia, I can imagine the world changing from season to season... Perhaps if Bioxx make 4 types of the same tree, like Hickory-Autumm, Hickory-Summer, Hickory-Winter and Hickory-Spring. With this the dying process could occur in the mid-late-winter, making things more visible.

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That!

Also, trees planted by the player would have to have a "special" tag to prevent them from "dying" and also be able to go over the cap. I'm saying that cuz plains are the best place to make treefarms, as they are flat and ... without trees!, so placing 200 sapplings in a plain would make the cap go way over the normal and would automatically start the Tree-Dying process, making tree-farms inefficient.

Good point. Don't want player trees getting chopped by the system.

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