I've been playing around with briar quite a bit recently, and discovered some interesting things. Searching the forums led me to a
fantastic discussion by TFMurphy, but I thought it was time to give the briar discussion a bit of an update.
This is a long post, so sections are secreted for organisational reasons. Also, there is an image illustrating a few of the points made. This image can be found in the last secret of the post.
Briar Interactions and Details:
Briar Growth:
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×Every turn a briar root will try to expand briar. This is done by ripening one tile of briar growth into withered briar (red briar to black briar.) If there is no briar growth connected to the root, the briar expands, with every available tile orthogonally or diagonally adjacent to the existing withered briar or briar roots spawning a new tile of briar growth. After this growth, the briar will immediately ripen one tile of briar growth to withered briar on the same turn.
Briar Root Ordering:
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×Briar roots resolve one at a time. The order roots are processed in is row by row from North to South, West to East. Briar roots don’t have individual turn orders, so the order in which they are placed in the editor doesn’t matter.
Which Tile of Briar Growth is Selected:
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×The briar growth that a briar root matures into withered briar is the growth that is closest to the root being processed. Distance is calculated using the Pythagorean distance. Ties between equally distant briar growth tiles are processed column by column from West to East, North to South.
Where Briar Grows:
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×Briar can grow overtop of almost every type of flooring in the game. The only exceptions are hot tiles, which briar cannot grow onto (but can grow off of if placed there in the editor or by a builder), and pits. Briar is also blocked by all walls and closed doors. Briar can grow over everything else: floor spikes, water, stairs, open doors, fluff vents, etc. Briars also grow over active firetraps, although they are then later burned during turn processing. This allows multiple briar roots together to push through a firetrap and grow on the other side of it.
Briar Growing Into Other Briar:
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×When briar expands, it merges with any withered briar that it comes into contact with, along with all withered briar connected to that withered briar. It does not merge with briar growth in this way, instead treating it like any other element that gets overwritten by putting new briar growth over it. To give two extreme examples, a large section of a room completely filled with withered briar will be immediately absorbed and briar growth will proceed out the other end of that section. A large section of a room completely filled with briar growth, however, will see briar growing through it at the same rate briar would have grown through that section if it was completely empty.
Diagonal Growth, Pits, and Fluff:
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×You may have heard that briar will not grow diagonally across pits. It is more accurate to say that a segment of briar (or a briar root) orthogonally adjacent to a pit will not expand diagonally. This means that a briar root that starts with a pit to the North of it will only expand to the West, South, and East, not to the SW and SE, despite SW and SE not being adjacent to the pit themselves. Briar adjacent to fluff behaves in the same way.
Additionally, withered briar adjacent to pits or fluff will be converted back into briar growth during a growth cycle, slowing down the rate at which the briar expands.
Briar Growth Interactions with Other Elements:
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×Force Arrows and Orthosquares:
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×Briar will not expand to a new tile if doing so would violate a force arrow, but briar can grow over force arrows in the proper direction. This only applies when new briar growth is being generated next to the arrow though, so if briar has somehow grown on both sides of a force arrow a single root will be able to grow briar on the other side of the arrow in either direction. Orthosquares have no effect on briar growth whatsoever.
Checkpoints:
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×Briar will grow overtop of checkpoints, but won’t destroy them, so checkpoints can still be used if the briar is cleared off of them again.
Obstacles:
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×Obstacles block briar growth.
Pressure Plates:
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×Briar holds down pressure plates that it has grown over.
Bombs and Powder Kegs:
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×Briar will grow through both of these elements. Bombs are eaten without detonating, while kegs are detonated if briar grows onto their tiles.
Fluff and Tarstuff:
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×Briar will not grow through fluff; see also “Diagonal Growth” above. Briar will grow through tarstuff, possibly releasing tarstuff babies in the process if the remaining tarstuff is unstable.
Puffs:
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×Briar will grow onto puffs, but doing this kills both the puff in that tile and the briar that grew there. Briar roots that grow over puffs will not then mature a segment of briar growth as they normally would. Other briar roots connected to that briar will still mature briar growth as normal.
Serpents and Gentryii:
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×Unique among monsters, serpent-type enemies and gentryii are all immune to briar growth. Briar can expand diagonally through a gentryii chain.
Invulnerable NPCs:
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×Invulnerable NPCs are not invulnerable to briar. Briar will still kill them if it grows over them.
Seeding Beacons and Conquer Tokens:
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×These are both destroyed by briar growth. In the case of seeding beacons, destroying the beacon effectively deactivates it. In the case of conquer tokens, destroying the token removes the ability for the player to use it, but doesn’t remove the requirement that it must be used to solve the room. Thus if a player hasn’t hit a conquer token by the time the last token is overgrown with briar, the room will be unsolvable.
Persistent Citizen Movement Tokens:
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×These are destroyed if briar grows over them, but this has no effect on the room. The room itself remembers that such a token is in effect regardless of whether or not the token currently exists. Even citizens generated after the token has been destroyed will still behave as though the token exists.
Temporal Split Point:
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×If a temporal recording is in progress when the temporal split point being used is overgrown by briar, the recording in progress will be cancelled and Beethro will continue from his current position. This is the same as if Beethro were to drink a potion while a recording is in progress.
Anything not Mentioned Above:
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×Briar will grow over it and destroy it without any other effects. This includes all potions, horns, monsters, monster remains, tokens, etc.
Destroying Briar:
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×Explosions:
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×Bomb, Powder Keg, and Fegundo explosions will all destroy briar. Note that briar growing over a keg will cause the keg to immediately detonate, while bombs and fegundos do not detonate when overgrown. Along with puffs, briar growth is unusual for its ability to kill a flying fegundo outright.
Doors:
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×Closing any kind of door on a briar will remove it. Building a closed door or a wall (with builders or scripting) on top of briar will not remove it, resulting in briar being placed overtop of tiles it shouldn’t be able to be placed on.
Falling into Pits:
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×Briar on a bridge that collapses or a platform that is moved out from under it will be removed. This only removes the briar if it would be over a pit tile. Briar that is on a bridge or platform that becomes a water tile will not be removed.
Builders and Engineers:
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×A “build pit” marker or a “remove item” marker will remove briar when acted upon.
Pickaxe:
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×The pickaxe weapon will destroy briar when attacking (but not when pushing) a briar tile. Briar cannot be pushed.
Firetraps:
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×Active firetraps will destroy briar on them at the end of each turn, however this doesn’t prevent briar from growing onto them. If enough briar roots are connected together, this allows them to force growth through active firetraps.
Puffs:
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×Puffs will not target briar, but they will attempt to move through it. Doing so results in the destruction of both the briar and the puff, and will form ice if this happens over water.
Fluff Vents:
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×If briar has grown over a fluff vent, puffs will still spawn every 30 turns destroying the briar (and the puff) as normal. If fluff has formed over a fluff vent, the fluff will expand normally, removing all briar in the way of the expansion while keeping fluff at the new locations where fluff would be stable. Where fluff would be unstable, a puff is spawned, and then the briar and puff are both removed. If the fluff is expanding into briar over water, ice will NOT be formed. Ice is only formed by puffs, not by fluff.
UI Stuff:
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×Briar Roots:
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×Left-clicking on a briar root will reveal how many turns are left before the briar expands again. If multiple briar roots are connected, you will get a display of multiple numbers in the form X/Y = Z. In this case, X = the number of briar growth tiles connected to the root, Y = the number of roots that are connected together, and Z = the number of turns before the next round of briar expansion. For example 41/3=13 means that there are currently 41 tiles of briar growth, 3 roots, and that in 13 turns the briar will be ready to expand. Once it reads 2/3=0, that means that the first two roots will deal with the remaining briar growth, and the briar will expand on the next turn.
More generally, once Z = 0 the briar will expand after your next action. Z will be 0 once there are fewer briar growths remaining than there are briar roots. For a single briar root, this means that there must be no briar growths left, so the only number displayed is both the number of remaining briar growths and the number of turns before expansion.
Briar Growth:
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×Left-clicking on withered briar or briar growth will highlight all remaining briar growths that are connected to the briar you clicked on.
Control-Wait:
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×Normally using Ctrl-numpad5 (or whatever you have ‘wait’ set to in your settings) will skip turns until the end of the current cycle. This is useful for skipping ahead to roach queen spawns and tarstuff growth. When there is briar in the room, the turn you skip to won’t necessarily be a multiple of 30. The skipping will also stop on any turn immediately after briar expands.
Unusual Briar Scenarios:
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×The Diagonal Pit Problem:
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×Briar cannot expand across a diagonal pit, but it can be connected across it. Whether or not it is connected depends on the history of the briar activity in the room. Consider a 2x2 square with the following elements: NW: briar root, NE: closed yellow door, SW: pit, SE: floor. Because of the pit, the root cannot expand to the floor tile. Now suppose that there was withered briar on the SE floor. Without waiting and observing what happens, we can’t know if that briar is connected to the root. The reason for this is that briar can be connected diagonally, and the pit doesn’t prevent the connection, only the initial expansion.
In this example, if the room started with the configuration given above (briar root, closed yellow door, pit, withered briar) the withered briar and the root would not be connected, and the briar would not expand past the door to the SE. If Beethro then toggled the door open, allowing the root to grow and connect to the withered briar, they would now be connected. Later closing the door would remove the orthogonal connection, but keep the diagonal connection, meaning that the briar would continue to expand SE past the door even though the root itself appears to be cut off from the growing briar.
The Firetrap Reset:
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×Place two contained briar roots where the only direction they can expand is through a single active firetrap. During expansion the first root will create briar growth on the firetrap and then convert the growth to withered briar. The second root will then (on the first turn) expand beyond the firetrap and mature one tile of growth to withered briar, or (on all subsequent turns) connect to the pre-established withered briar, generate briar growth adjacent to all exposed withered briar, and then mature one tile of briar growth to withered briar.
This creates briar that will grow much more steadily and gradually, with a much rounder and more organic shape than the usual square patterns. Predicting where the briar will grow is easily done provided you know the rule for briar root ordering (to determine which root is the second one) and briar growth selection (for where that root will mature briar on its next turn).
A side-effect of this set-up is that the briar becomes practically pickaxe-proof, since all removed briar growth will be regenerated every turn, and the more important withered briar will constantly be shielded by this growth.
Image Showing Select Interactions:
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106th Skywatcher
[Last edited by mauvebutterfly at 05-02-2017 06:58 PM]