Hi, knodel. Non native and new to the game here. A planter with 0 level forestry I am able to almost repopulate what I cut down.
Heres what I noticed so far:
- Cutting the branch of an erect tree destroys the seed. Que is a distinctive "chop" sound"
- Cutting the leafs of an erect tree has a chance to drop seed(s). Someone said the chance is 15-20% for an old version of the game. No "chop" sound.
- Even dead, erect trees may drop seeds.
- A fallen tree never gives seeds.
- Someone spoke about an old version that alive, erect trees will regrow their leafs. A possible way to farm seeds.
The game is about managing hard to- or non-renewable resources. Seems to me like an incentive to good, meaningful decisions. Replanting trees is costly, hard and not much worth it. Much like what we observe in real life. Cherish what we got.
Low drop chances are a way to keep the wood constantly relevant. The game already gave us a way to save the forests by laws making. And an incentive to save it by needing wood and keeping the sea levels low.
Heat maps are, in my opinion accurate but lack details. Adds realism and requires player skill to read them properly. Its hard to find the, as you say, center of a heat map.
Even if you find the center, it still could be lower than optimal. You could always find another extremum or terraform. Moisture can be modified with nearby water bodies. Burying them or bringing them with aqueducts, pipes. Temperature of a 5/5 sector depends on height. Seems to be the average of the sector. Underground mines may interfere. Example: the edge of a heat map for a plant borders with my house. The roof of my house is sunlike glowing.
Actual soil tolerance is the same for the whole sector. Many factors may affect a given sector. A heat map is so precise, it shows you the factors meter by meter but actual tolerance is the average for the sector.
Not having a que for dead saplings is a pain, I agree.
I would for someone to explain to me how overcrowding is calculated.
I've noticed some plants are more sensitive to different factors. A certain plant is very sensitive to slightly lower temperature but doesnt mind high temp. Makes sense for the trees to need space.
In a (modded) server on 7.0.5, plants and trees are shown with a constant time to mature, regardless of soil tolerance. Sampler says tolerance affects their survival rate. Someone said about an old version, a plant with zero tolerance has about 50% chance to survive.
I like the game so far but everyone has its own preferences and tastes.
Whatever we talk about, it may all be subject to change. The game is still in active development and such game balances should be the last to change. Features are balanced after all features are introduced.
They might let us fiddle with the stats and chances when creating a world. So there would be a preferred world for anyone. I love the game so far and I hope it stays on the right track.