Tree growth: dedicated stage atlas + tuned WildGrowth rate
Sub-mature stages (0/1/2) now use FG_Tree_Stages.png (a 128×32 atlas with 8 progressively-larger tree cells from the bundle's "Crops with Stages 03" pack). Stage 0 = tiny sprout (col 0), Stage 1 = small leaf (col 1), Stage 2 = small tree (col 3). Stage 3 (Mature) keeps the existing 64×80 seasonal canopy atlases. Visually distinct progression replaces the previous scale-down-the- mature-texture placeholder + procedural sapling dots. WildGrowth pacing tuned: INTERVAL 1200 → 3000, PROBABILITY 0.30 → 0.12, LIMIT 60 → 80. Previous values flooded the map with saplings within ~30 seconds of 12× play. New rate gives a slow but visible regrowth over a season at default speed. _draw simplified: removed procedural sapling fallback (atlas handles all stages now). Pending-plant ghosts get the alpha tint via sprite.modulate.
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4 changed files with 78 additions and 37 deletions
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@ -98,9 +98,9 @@ const HAUL_SWEEP_INTERVAL_TICKS: int = 100
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# WildGrowth — spontaneous sapling spawning on eligible grass tiles.
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# 1200 ticks = 1 in-game hour at 20 Hz (20 ticks/s × 60 s/min = 1200 ticks/min,
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# but 1 in-game minute = 20 ticks at 1× so 1 hour = 1200 ticks at 1×).
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const WILD_GROWTH_INTERVAL: int = 1200
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const WILD_GROWTH_SPAWN_PROBABILITY: float = 0.30
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const MAP_TREE_LIMIT: int = 60
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const WILD_GROWTH_INTERVAL: int = 3000 # ~2.5 in-game hours between attempts
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const WILD_GROWTH_SPAWN_PROBABILITY: float = 0.12 # 12% chance per attempt
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const MAP_TREE_LIMIT: int = 80
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# Rejection-sample attempts before giving up for this tick.
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const WILD_GROWTH_MAX_ATTEMPTS: int = 10
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