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Add a user-configurable selection of planted spirit trees.#393

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GedasFX wants to merge 2 commits intoSkretzo:masterfrom
GedasFX:issues/357
Open

Add a user-configurable selection of planted spirit trees.#393
GedasFX wants to merge 2 commits intoSkretzo:masterfrom
GedasFX:issues/357

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@GedasFX
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@GedasFX GedasFX commented Mar 27, 2026

... in the config. We cannot reliably know which spirit trees are planted and which are not, but we can reliably have user tell that themselves.

With this implementation, users would manually specify which trees are grown and which aren't, as the alternative is, in my honest opinion, way too convoluted. Removed the Varbits too as they would be obsolete.

Improvement involves adding a check for if both origin and destination trees are accessible, to cover the case of travel between Farming Guild -> Hosidius (both planted).

Fixes #357, #147 (kinda), #285.

…ig. We cannot reliably know which spirit trees are planted and which are not, but we can reliably have user tell that themselves.
@mpickering
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I think this is a decent compromise, since planted spirit trees can be pretty important to the shortest route.

On the other hand, it does still seem like a better solution to automatically track which spirit tree patches are available based on region/varbit combinations. The unfortunate part about this is that the information is already tracked by the time tracking plugin but not exposed in a reusable manner by other plugins, which means duplicating logic or vendoring code.

@GedasFX
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GedasFX commented Mar 31, 2026

Yeah I understand the issue, saw the discussion afterwards, and realistically, just from experience from maintaining projects, this feature of dynamically tracking which tree is planted and which is not just seems to will prove so much more complicated than it needs to be. Especially that it will also be unreliable if you use mobile client (time tracking plugin gets desynced) and also want to reserve some trees for farming experience. There are just so many variables in play here with farmable trees, that in my opinion just solution to have user manually provide what trees they can and cant use is just the best.

And just from a personal interest point of view, this solution works now and would assist me with my clues, where as a more "proper" solution seems like its far away in the future.

@FIrgolitsch
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I wonder if there isn't a varbit or something that tracks this. As the spirit trees are a destination, it needs to have the info when opening the interface (at the grand tree, for example) after logging in.

@FIrgolitsch
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FIrgolitsch commented Apr 4, 2026

Actually, looking at the spirit_tree.csv, it should already be tracked with varbits. The 4771=20;4772=20 varbit in origin transports and 4771=20;4772=255 varbit in destinations should indicate if a mature spirit tree is grown in any of the patches.

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Planted Spirit Trees Ignored

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