|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0001607||OpenClonk||Objects||public||2016-01-12 22:30||2017-10-24 21:47|
|Priority||normal||Severity||minor||Reproducibility||have not tried|
|Target Version||9.0||Fixed in Version|
|Summary||0001607: Plants can still grow too crowded|
|Description||Different trees and also cotton can still grow behind each other so that the landscape becomes pretty spammed with trees (which leads to lag).|
We should think of a unified way to handle plant crowdedness. This also means that not every plant checks for its own ID but different plants also prevent each other from growing at a spot.
This needs some thinking about what is OK (small mushroom in front of trees) and what isn't. Maybe related to the size of the plant or something like that (i.e. allow 1 big, 1 medium and 2 small plants at each position).
|Steps To Reproduce||This is a screenshot from Clonkomotive where the round started to lag because of the plants.|
There are spots spammed with firs and spots spammed with mushrooms, deciduous trees and firs.
|Tags||No tags attached.|
Hi! There's been a check-in that references this bug. For more information you can visit the repository browser at this address:
Changeset e4cfd39 by Clonkonaut <Armag3ddon@web.de>
Let plants grow less crowded, especially different kinds of plants (0001607).
This will need some testing whether all scenarios are still playable.
|Maybe smaller plants could be a bit more abundant than larger ones?|
Last edited: 2017-01-04 13:38
See newly attached screenshot (Screenshot001.jpg). I let Clonkomotive run on /fast for a minute or something.
I modified the standard plant reproduction. First of all, plants now take all other plants into account (not just plants with the same ID). I also changed most of the SeedOffset entries. As you can see, plants now rarely overlap.
I didn't change initial placement of plants which uses PlaceVegetation. So initially placed plants still overlap. I don't know if we want to prevent that (this will most likely either slow down initial placement of plants or result in potentially far less plants than the developer expected).
I also didn't implement any technique to differentiate between small and big plants. So, right now, a big population of flowers (or similar) can suppress tree reproduction. That is probably something we don't want, as you have mentioned (although players could employ slash-and-burn tactics ;) ).
Finally, I didn't touch the special plants which have their own reproduction logic (Big Mushrooms, Cotton, ...). So far, the big mushroom never stroke me as problematic. I have a look at cotton. It doesn't look too bad from the screenshot but maybe I didn't give it enough time to spam the landscape.
Wrote this before I saw Maikel's comment!
|I guess this is fine now, haven't had any more complaints.|
|2016-01-12 22:30||Zapper||New Issue|
|2017-01-04 02:33||occ||Note Added: 0005581|
|2017-01-04 13:23||Clonkonaut||File Added: Screenshot001.jpg|
|2017-01-04 13:28||Maikel||Note Added: 0005582|
|2017-01-04 13:36||Clonkonaut||Assigned To||=> Clonkonaut|
|2017-01-04 13:36||Clonkonaut||Status||new => feedback|
|2017-01-04 13:36||Clonkonaut||Note Added: 0005583|
|2017-01-04 13:38||Clonkonaut||Note Edited: 0005583||View Revisions|
|2017-08-20 11:42||Zapper||Target Version||8.0 => 9.0|
|2017-10-24 21:47||Clonkonaut||Status||feedback => resolved|
|2017-10-24 21:47||Clonkonaut||Resolution||open => fixed|
|2017-10-24 21:47||Clonkonaut||Note Added: 0005791|