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Topic: Tree Density (Read 18412 times) previous topic - next topic

Tree Density

I want to increase the number of trees that get planted per tile in a forest during map generation.  I've had a play with forestrules.tab but no joy.  Does anyone know if and how this is possible?

Re: Tree Density

Reply #1
forest_no_of_trees_per_square = 3 caps it at three a tile. Number higher than 5 will make simutrans crawl with large maps.

Re: Tree Density

Reply #2
Just curious: how many trees can be on one tile?

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: Tree Density

Reply #3
254; but then strange things migth happen when an airplane wants to enter this tile ...

Re: Tree Density

Reply #4
Uhhhhh. Why isn't that horrible number capped at some 8 or so? That would definitely reduce some memory needed... and I know how much you like optimization ;)

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: Tree Density

Reply #5
Quote
baum_t::max_no_of_trees_on_square = contents.get_int("max_no_of_trees_on_square", baum_t::max_no_of_trees_on_square );

 ;D

Re: Tree Density

Reply #6
Quote
Why
;)

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: Tree Density

Reply #7
OK thanks.  Somehow I missed that one.  D'oh!

Re: Tree Density

Reply #8
It is actually:
max_no_of_trees_on_square
But it is wrong for ages in the forestconf.tab of pak64 ...

 

Re: Tree Density

Reply #9
Uhhhhh. Why isn't that horrible number capped at some 8 or so? That would definitely reduce some memory needed... and I know how much you like optimization ;)

It only needs as much memory as there actually are objects (plus a little overhead, but not much). It's a quite highly compressed structure (****uming that it still is the one that was in use when I was active with coding).