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	<title>User:Dashiva/Foraging - Revision history</title>
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	<updated>2026-06-05T23:39:22Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.wurmpedia.com/index.php?title=User:Dashiva/Foraging&amp;diff=16640&amp;oldid=prev</id>
		<title>Dashiva at 19:54, 15 January 2007</title>
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		<updated>2007-01-15T19:54:46Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Trying to make some sense of the nonsense.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Facts&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
; Trees do not prevent generation : Grass in the middle of dense forest almost always has generated.&lt;br /&gt;
; Civilization prevents generation : Grass in pens, on deeds, etc rarely generates. The exact cause or causes is unknown. Suspects: on-deed, near-deed, near-house, near-altar, closed-fence, near-fence.&lt;br /&gt;
; Only the first try counts : If you fail the first attempt, no further attempts will succeed (until the tile regenerates).&lt;br /&gt;
; New grass tiles start empty : Chopping down a tree, or letting grass spread, results in an empty tile.&lt;br /&gt;
; Botanize and forage are independent : One action does not affect the other, successful or not.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Hypotheses&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
; Generation happens independently of skill : Some areas have near 100% generation, while others have 0% even though they have been untouched for a long time. If skill mattered, one would expect more consistent results.&lt;br /&gt;
; Generation happens once a day : Based on folklore. However, not well tested in any way due to civilization impact on generation.&lt;br /&gt;
; Generation is not a static event : Some areas will have almost full generation, but not quite. This suggests there's either a chance an area will or will not generate, or that the generation time is random.&lt;/div&gt;</summary>
		<author><name>Dashiva</name></author>
		
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