User:Dashiva/Foraging

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Revision as of 20:54, 15 January 2007 by Dashiva (talk | contribs)
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Trying to make some sense of the nonsense.

"Facts"

Trees do not prevent generation 
Grass in the middle of dense forest almost always has generated.
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.
Only the first try counts 
If you fail the first attempt, no further attempts will succeed (until the tile regenerates).
New grass tiles start empty 
Chopping down a tree, or letting grass spread, results in an empty tile.
Botanize and forage are independent 
One action does not affect the other, successful or not.

"Hypotheses"

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.
Generation happens once a day 
Based on folklore. However, not well tested in any way due to civilization impact on generation.
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.