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Plants regrowing too fast / needs way for clearing plants #27
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I actually like how it is currently. It adds a level of difficulty and a unique aspect to the biome. I like your "flatten earth (floor)" idea. It allows you to stop plant growth without ruining the plant density of the biome. Some concerns though: this adds an element that is not really related to the rest of the mod. It also may clutter the floor tab for players who dont want\need it. Also, I have found wood to be so abundent, it is practically free (e.g. a mahogany tree drops close to 100 wood), so the wood floor is a vanilla option already in game. |
Oh nice. I will try to make something and post you the result of the experiment ;-) Just reading your phrase make me think of something : As it's specifically stomped plants, I very would like it to be only placeable on plants (or at least soil/gravel - terrain with plants). I don't know how I will do this right now but it's an idea ;-) Also I will try with both but what is the idea behind having the textures with lines? |
the texture without lines may make a recoginizable pattern and look odd. the lines may be dark enough to blend into the dirt and create a more uniform floor/texture but I dont know. it may look bad lol |
Okey so I have spend several hours learning/testing how all of that is working.
So in the end I managed to produce a 1024x1024 one with no transparency (as explained above - using this tuts) at somewhat the right scales. On an other hand, I will definitively look at the plants balancing this evening now that the spreadsheet is complete |
I really like the textures. The one with lines may look more filled in? maybe we could just make it grass and call it "common bahia". Should we make it a floor or a crop with a really long lifespan? |
The cons about making it a crop is that it will require growing enabled (kind of counter intuitive having growing skill required to cut plants down ^^ ) I'm more for the floor solution. I will push it right now, with the lined textures then, and give you the link for you to test |
You could download this (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/archive/master.zip) to test the very last version (including the Trampled earth floor). That way you can test it and tell me if you prefer we try it as a crop |
I can test it in a few hours. Will it break my existing save? Using floors will require construction skill though so also counter intuitive. also, from your screenshots, the brown and red floors seem to have too much detail for RW |
due to halloween, i was unable to test this out last night. i will try and look at it tonight though |
No problems 😉 Here in France it's not really celebrated a lot (even though it is more nowadays than say 15 years ago when I was kiddo) so it just means I had more free time to work yesterday :-) Today was a "non-worked day" but I have more worked on a side project I have : I'm updating Superior Crafting to A15 (from A11 ... the shit is full of red errors lol) But as soon as have feedbacks from you for the floor or plants I will switch to working on our mod ;-) |
oh ok cool :) yeah halloween is celebrated by most here. did you want to release v1.3.1 now with the following updates (from the checklist) or wait for the floor/plants?
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oh ok thanks. I may make some edits to it. Another option we have is to do both:
https://upload.wikimedia.org/wikipedia/commons/e/eb/Golf_bunkers_Filton.jpg |
Reported several times : "The plants are regrowing too quickly"
And while I find true that it is not realistic, I kinda like it that way. It forces me to use floors a lot more (I barely use them in Vanilla).
But if we were to try to address that, what can we do/try ?
But it's not as simple as if there was a single def called "regrowing potency" to change. It's the conjugation of all our changes that blend into this particular result - I will need to search/learn/experiment what changes will have more impact, etc ...
doing some search on the web to find clearings method :
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