Difference between revisions of "Animal tracks"

From Nookipedia, the Animal Crossing wiki
(→‎Pathways/Roads: Flowers also don't prevent grass deterioration, from my experience in New Leaf.)
(Did a large amount of editing. Renamed the "Repair" heading at the bottom of the page to "Regrowth", made the short introductory sentences to the article clearer, and explained the overall game mechanic in a better way. Made sentences make more sense and appear to be written in less of an "instructional" tone, like a guide (removed the instructional or guide-like tone), made the usage of numerals more consistent, and more info on what causes grass wear in new leaf. Will edit further.)
 
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{{Feature}}
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[[File:CF Grass Deterioration 1.jpg|300px|thumb|Grass beginning to wear along a [[ramp]] in {{CF|nolink}}]]
[[Image:Badgrass.jpg|200px|thumb|right|This grass has been severely damaged by repeatedly running on it.]]
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'''Animal tracks'''<ref>{{Cite web|author=Nintendo|url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Animal-Crossing-Let-s-Go-to-the-City/A-Day-in-the-Life-of-Animal-Crossing/2-Animal-Tracks-in-Animal-Crossing-/2-Animal-Tracks-in-Animal-Crossing--233476.html|title=Iwata Asks <nowiki>|</nowiki> 2. Animal Tracks in Animal Crossing?|retrieved=November 11, 2020}}</ref> are an environmental feature occurring in both {{CF}} and {{NL}} where the [[grass]] in the player's town slowly wears over time due to walking or running over an area repeatedly.
'''Grass deterioration''', also known as '''animal tracks''' or '''desire lines''', is one of the new features implemented in {{CF}}. The game is able to keep track of your movements throughout town, and will wear down the grass in certain areas. This feature was originally intended to create paths in frequently-traversed areas, which would add to the town’s own unique character. In some instances, the feature has run amok, nearly completely obliterating all of the grass in the entire town.  This process has been dubbed "desertification" by some in the Animal Crossing community. Many players seek to prevent desertification in their towns, not only for aesthetic reasons, but because the lack of grass can become a game-breaking issue, causing some [[insect]]s, such as the [[Dung Beetle]], or [[furniture]], such as the [[Snowman Series]], to be impossible to collect.
 
  
==Prevention==
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==Appearances==
While there is no way to play the game without wearing down any grass, players who wish to prevent grass deterioration in their towns can take certain steps to stem desertification. Since the game calculates grass wear at each game load, players can reduce the number of times each day they reload the game. Players can also walk along designated paths to limit wear to only these areas. Placing [[Able Sisters|designs]] on the ground as paths is one way to accomplish this. Patterns will not protect the ground, but will establish a path that can be consistently followed. Walking along a path of [[flower]]s also negates the deterioration, as a plot of land with a flower will not lose its grass if it is only stepped on once daily.
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===In {{CF|short|nolink}}===
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[[File:CF Grass Deterioration 3.jpg|thumb|right|200px|Grass in {{CF|short|nolink}} that has worn away between two palm trees.]]
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Animal tracks are more visible in {{CF}} than they are in {{NL|short|nolink}}, so much so that in City Folk, the grass beneath the player's feet will wear down just by walking. Over time, the grass in the player's town will grow back, with the rate of regrowth being mostly stable across all seasons, with some slight variation. For example, in the [[winter]] months, grass deterioration is much faster. But in the [[spring]] and [[summer]] months, the grass becomes more resilient.
  
''<small>*NOTE: Running wears grass more quickly than walking. (a.k.a. Jogging)</small>''
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====Game mechanics====
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Each grass tile has a health value ranging from 0–255, with 0 being entirely dirt and 255 being completely healthy. The first time the player walks across a grass tile (per game load), the grass's health value will decrease between 4-11 points, depending on the season. At the beginning of a new day at 6AM, the game restores up to 9 health points for each grass tile, with the exact number being dependent on the amount of [[Flora (plants)|flora]] inhabiting the space as well as the tile's proximity to other healthy (or unhealthy) tiles.
  
==Repair==
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=====Factors influencing grass wear=====
[[File:Managment.jpg|200px|left|thumb|An ideal way to prevent grass deterioration- the players stick to paths and flowers have been planted.]]
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The most noticeable increase in wear occurs with the changing of the seasons. The following table illustrates the difference in deterioration rates per tile after one round of wear. Notice the sharp increase in wear during winter.
Grass regrowth in the game can take up to six months. There are a few ways in which a player can aid this process. Planting [[trees]] and [[flower]]s all over the trampled area will speed up regrowth. Flowers cause grass to regrow at about five times the normal rate. A flower takes about 30 days to convert dirt to grass on the plot of land on which it is planted, providing the ground there is not walked on more than once a day. Trees cause grass to regrow at three times the normal rate, as well as providing a physical barrier to prevent that particular plot from being trampled. Once these trees and flowers are planted, the player must avoid walking in the affected area other than to keep the flowers watered. Since running is slightly more devastating to grass than walking, a player should be sure to walk through an area if travel there cannot be avoided altogether. For players who are willing to time-travel within the game, the regrowth process can be further accelerated by advancing the game clock forward one day at a time, being certain that all flowers are kept watered each day. Setting the game clock backward in time or moving forward more than one day does not result in additional grass regrowth. The time of the year also affects grass regrowth, with spring and summer months being the best time for recovery. The regrowth rate is at its maximum in June. In December, the opposite is true: grass wears the fastest and regrows the slowest.
 
  
==Petition==
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{| class="styled color-gameplay" style="margin: 0 auto; text-align:center; width: 80%;"
{{external|http://www.PetitionOnline.com/accf1357/petition.html|Petition page}}
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|-
Currently there is an online petition requesting that Nintendo release a patch over the [[Nintendo Wi-Fi Connection|Wi-Fi connection]] that will fix the grass growth issue. It should be noted that due to the software and hardware designs of the Wii, it may be impossible for Nintendo to fix the issue through a patch alone.
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! {{Season|Spring}}
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! {{Season|Summer}}
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! {{Season|Fall}}
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! {{Season|Winter}}
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|-
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| 4-7 health points lost
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| 4-8 health points lost
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| 4-9 health points lost
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| 8-11 health points lost
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|}
  
==Further Information==
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The first time a player steps on a grass tile (per game load) the game selects a value within the appropriate range for the current season, and subtracts it from the tile's health value. A new round of wear can occur each time the town is loaded from memory. In addition to the initial game start, this occurs when partying over a [[Wi-Fi]] game, coming back from a friend's town, and by the start of the day message at 6 AM.
===The Differences between Running, Walking, and Jogging===
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*'''Factors that ''do not affect'' grass wear:''' Contrary to common belief, running over grass tiles instead of walking over them will not increase the rate at which the grass tile loses health points; however, it does increase the likelihood of the player stepping on a greater number of grass tiles, giving the illusion that the grass is decaying more quickly. Additionally, the number of times a player walks over a space during the same game session is not considered by the game code, however this again increases the likelihood of walking over the neighboring tiles of damaged grass tiles in high traffic areas, again creating this illusion. Whether or not a custom design pattern has been placed over a grass tile has no effect to its rate of decay.  
Running wears grass faster then walking, in fact, ''jogging'', as it is called, wears more grass then walking. Jogging is when you pull the Wii remote as far away from your character as possible to move, but with out pressing B. Walking is keeping the Wii remote close to your character, so your arms move back and forth. While jogging, your arms do not move back and forth. If you use a Nunchuk, it is when you pull the Nunchuk's analog stick the farthest it will go while not pressing B. If you press B while walking you will jog, and if you press B while jogging you will run. Walking is better for grass, but it is harder to control your walking while using a Nunchuk.
 
  
===Visible Wear and Slow Wear===
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=====Factors influencing grass regrowth=====
There are two types of wear. One is a sudden, visible wear that occurred when passing over a spot of grass, the other type is a much slower wear which could not be observed immediately but that accumulated over time. You may have witnessed the first type of wear, which is called “visible wear” firsthand in your town. If you have an area of grass that has started to wear and you pass over it once, you will see the grass wearing down immediately.  
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The player can manipulate grass regrowth to an extent. Certain flora speed up regrowth, while others have no effect. The effects noted in the table below are mitigated by a tile's proximity to other unhealthy tiles. If a tile is surrounded by healthy tiles, the effects will be maximized; otherwise the grass will regrow more slowly. The game adjusts the health of all grass tiles at the beginning of each day (6AM).
  
===Saving and Quitting Effects===
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{| class="styled color-gameplay" style="margin: 0 auto; text-align:center; width: 80%;"
Saving and quitting affects grass deterioration more than you would think. If you walk over an area, save, quit, then come back and walk over it again, then repeat, every time you will see that area wear once, going through a level of grass deterioration every time, until eventually being dirt. This is useful while trying to create paths.
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|-
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! Standard Growth (Empty Tile)
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! Flower
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! Tree
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! Stump
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! Sapling
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! Near Unhealthy Tile(s)
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|-
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| 4 health points gained
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| 5 extra health points
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| 5 extra health points
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| 5 extra health points
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| 5 extra health points
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| 1 fewer health points gained
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|}
  
===Grass Regrowth===
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By providing five extra health points, flowers and trees can provide a total of up to nine health points per day. Note though that they only provide a growth bonus to the space they are occupying. Proximity to unhealthy spaces subtracts from the base growth rate, meaning that a grass tile with nothing on it would only gain three points of growth per day. As the minimum wear rate is -4, continually walking on a bare spot of grass makes it impossible for it to regrow.
If you don't step on an area of complete dirt at all, it will take approximately 6 months for the grass to grow back completely. Trees and Flowers affect grass regrowth immensely. A flower will take approximately 30 days for the grass to regrow without being stepped on or dying. Stepping on grass affects the grass regrowth and actually decreases the grass that has regrown so it makes it take longer to regrow. Golden roses are recommended when trying to regrow grass because you may have to step on regrowing grass in order to water them. Trees take a little more time than flowers, for example, if a flower took 5 days a tree would take 7 to regrow the same amount of grass. And you can't step on an area with a tree, so you could plant a tree, wait for the grass to grow, and then chop the tree down and dig up the stump so the grass would be there. You can time travel the 6 months to regrow grass, but it is only effective if you get on every day of those six months. For example, you go to Rover and tell him to forward 1 day, then get on, then save, then repeat, until all the grass has regrown. Villagers may move away and flowers may die during this process, unless you have gold roses, then flowers will not die. If you time travel to recover a certain area that isn't very big then you should just plant gold roses in that area and only time travel 30 days.
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*'''Factors that ''do not affect'' grass growth:''' The presence of a weed, dropped item, buried item, or pattern. Watering flowers (or even unoccupied tiles) and precipitation do not have an effect on regrowth. The type of flower or tree does not matter; all provide five bonus points.
  
===Pathways/Roads===
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===In {{NL|short|nolink}}===
Pathways/Roads are very useful to help maintain grass deterioration. You can lay out patterns as a guideline for your path and then run on the path until it is complete dirt, then remove the patterns. At Nookipedia, we recommend when your path is complete dirt to stop running, because the path may spread to about 5 spaces wide in severe cases. Many people line their path with flowers to stop this from happening. If you line your path with flowers and stay inside the road it will not spread. Gold roses are recommended for this purpose because normal flowers wilt and die. However, people may prefer watering every day because they might not like the look of gold roses. Patterns and flowers do not stop the spread of grass deterioration.
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[[File:NL Animal Tracks 2.jpg|thumb|250px|Animal tracks in {{NL|short|nolink}}. Note the area of dirt around the tree.]]
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Grass deterioration is much more subtle in {{NL|short|nolink}} and frequently traversed areas require extensive use before the grass begins to fade. That being said, some players have reported extensive wear to the point of desertification. The addition of [[public works project]]s has also contributed to this process, as a patch of dirt is created when the player sets up an area for donations, as well as when a public works project has finished construction. In this instance, only a small amount of wear is visible around the completed project. The true size of the dirt patch becomes apparent if the player opts to demolish the project, with the severity of grass wear being dependent on the amount of tiles the finished project occupies.
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In addition to grass deterioration caused by public works projects, other factors can contribute. Villagers moving in and placing down their plot from [[Nook's Homes]] erodes all grass previously occupying their plot, again becoming less visible when they move in the following day, but full visibility returns when the villager leaves the player's town. Slight deterioration is also visible around the edges of river's in the player's town.
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While the exact wear and regrowth mechanics are unknown, the feature is thought to operate much as it did in {{CF}}.
 +
 
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====Observed changes====
 +
*The game no longer allows additional rounds of grass wear each time the game is loaded.
 +
*Grass regrowth is improved by three stages the day after a snow event and by one stage the day after a rain event.
 +
 
 +
{{Research Needed|grass wear in {{NL|nolink}}|note=More info on the effects of weather and the updated wear/regrowth ratio is needed.}}
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==Regrowth==
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Complete regrowth from dirt to full health can take between 1-3 months to achieve depending on the extent of the damage and the factors influencing growth. There are a few ways in which a player can aid this process. Planting [[trees]] and [[flower]]s in the trampled area will speed up regrowth significantly. Using the growth rates from {{CF}}, assuming a grass health of zero, an isolated patch of dirt can achieve full health in 29 days (256/9=28.4...). Trees provide an additional advantage in that they serve as a physical barrier to prevent players from inadvertently stepping on worn areas and do not need to be watered. At the same time, their growth is limited by proximity and count restrictions which do not apply to flowers.
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Once the trees and flowers are planted, the player must avoid walking in the affected area other than to keep the flowers watered. For players who are willing to [[time travel]] within the game, the regrowth process can be further accelerated by advancing the game clock forward one day at a time, being certain that all flowers are kept watered each day. Setting the game clock backward in time or moving forward more than one day does not result in additional grass regrowth. The player can take advantage of seasonal weather changes in {{NL}} and load their game in winter when it snows, or in the other seasons when it rains, allowing for a faster regeneration rate.{{clear}}
  
 
==Gallery==
 
==Gallery==
<center><gallery captionalign="left">
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<gallery>
File:Animal Crossing wikia Pictures 136.jpg|Grass that has been severely damaged. Note how grass surrounds the [[Coconut Palm|palm trees]].
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CF Grass Deterioration 2.jpg|A path created as a result of animal tracks in {{CF|short|nolink}}
File:Animal Crossing wikia Pictures 079.jpg|Grass that has been damaged.
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CF Grass Deterioration 4.jpg|A narrow path in {{CF|short|nolink}}.
File:Confuzzlefall.jpg|These players have created paths by repeatedly running over the same spot every day.
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CF Grass Deterioration 5.jpg|Winding paths in {{CF|short|nolink}}.
 
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NL Animal Tracks 1.jpg|Paths formed via animal tracks in {{NL|short|nolink}}.
</gallery></center>
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</gallery>
  
{{Flora}}
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==References==
{{Geography}}
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{{Reflist}}
  
[[Category:Town Landmarks]]
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{{Rewrite|note=Poor writing, needs to be less guide-like.}}
[[category:Gameplay Elements]]
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{{Navbox Gameplay elements}}
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{{Navbox Flora}}
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[[Category:Gameplay elements]]

Latest revision as of 03:20, June 17, 2024

Grass beginning to wear along a ramp in Animal Crossing: City Folk

Animal tracks[1] are an environmental feature occurring in both Animal Crossing: City Folk and Animal Crossing: New Leaf where the grass in the player's town slowly wears over time due to walking or running over an area repeatedly.

Appearances[edit]

In City Folk[edit]

Grass in City Folk that has worn away between two palm trees.

Animal tracks are more visible in Animal Crossing: City Folk than they are in New Leaf, so much so that in City Folk, the grass beneath the player's feet will wear down just by walking. Over time, the grass in the player's town will grow back, with the rate of regrowth being mostly stable across all seasons, with some slight variation. For example, in the winter months, grass deterioration is much faster. But in the spring and summer months, the grass becomes more resilient.

Game mechanics[edit]

Each grass tile has a health value ranging from 0–255, with 0 being entirely dirt and 255 being completely healthy. The first time the player walks across a grass tile (per game load), the grass's health value will decrease between 4-11 points, depending on the season. At the beginning of a new day at 6AM, the game restores up to 9 health points for each grass tile, with the exact number being dependent on the amount of flora inhabiting the space as well as the tile's proximity to other healthy (or unhealthy) tiles.

Factors influencing grass wear[edit]

The most noticeable increase in wear occurs with the changing of the seasons. The following table illustrates the difference in deterioration rates per tile after one round of wear. Notice the sharp increase in wear during winter.

Cherry Blossom Petal NH Inv Icon cropped.png Spring Summer Shell NH Inv Icon cropped.png Summer Maple Leaf NH Inv Icon cropped.png Fall Snowflake NH Inv Icon cropped.png Winter
4-7 health points lost 4-8 health points lost 4-9 health points lost 8-11 health points lost

The first time a player steps on a grass tile (per game load) the game selects a value within the appropriate range for the current season, and subtracts it from the tile's health value. A new round of wear can occur each time the town is loaded from memory. In addition to the initial game start, this occurs when partying over a Wi-Fi game, coming back from a friend's town, and by the start of the day message at 6 AM.

  • Factors that do not affect grass wear: Contrary to common belief, running over grass tiles instead of walking over them will not increase the rate at which the grass tile loses health points; however, it does increase the likelihood of the player stepping on a greater number of grass tiles, giving the illusion that the grass is decaying more quickly. Additionally, the number of times a player walks over a space during the same game session is not considered by the game code, however this again increases the likelihood of walking over the neighboring tiles of damaged grass tiles in high traffic areas, again creating this illusion. Whether or not a custom design pattern has been placed over a grass tile has no effect to its rate of decay.
Factors influencing grass regrowth[edit]

The player can manipulate grass regrowth to an extent. Certain flora speed up regrowth, while others have no effect. The effects noted in the table below are mitigated by a tile's proximity to other unhealthy tiles. If a tile is surrounded by healthy tiles, the effects will be maximized; otherwise the grass will regrow more slowly. The game adjusts the health of all grass tiles at the beginning of each day (6AM).

Standard Growth (Empty Tile) Flower Tree Stump Sapling Near Unhealthy Tile(s)
4 health points gained 5 extra health points 5 extra health points 5 extra health points 5 extra health points 1 fewer health points gained

By providing five extra health points, flowers and trees can provide a total of up to nine health points per day. Note though that they only provide a growth bonus to the space they are occupying. Proximity to unhealthy spaces subtracts from the base growth rate, meaning that a grass tile with nothing on it would only gain three points of growth per day. As the minimum wear rate is -4, continually walking on a bare spot of grass makes it impossible for it to regrow.

  • Factors that do not affect grass growth: The presence of a weed, dropped item, buried item, or pattern. Watering flowers (or even unoccupied tiles) and precipitation do not have an effect on regrowth. The type of flower or tree does not matter; all provide five bonus points.

In New Leaf[edit]

Animal tracks in New Leaf. Note the area of dirt around the tree.

Grass deterioration is much more subtle in New Leaf and frequently traversed areas require extensive use before the grass begins to fade. That being said, some players have reported extensive wear to the point of desertification. The addition of public works projects has also contributed to this process, as a patch of dirt is created when the player sets up an area for donations, as well as when a public works project has finished construction. In this instance, only a small amount of wear is visible around the completed project. The true size of the dirt patch becomes apparent if the player opts to demolish the project, with the severity of grass wear being dependent on the amount of tiles the finished project occupies.

In addition to grass deterioration caused by public works projects, other factors can contribute. Villagers moving in and placing down their plot from Nook's Homes erodes all grass previously occupying their plot, again becoming less visible when they move in the following day, but full visibility returns when the villager leaves the player's town. Slight deterioration is also visible around the edges of river's in the player's town.

While the exact wear and regrowth mechanics are unknown, the feature is thought to operate much as it did in Animal Crossing: City Folk.

Observed changes[edit]

  • The game no longer allows additional rounds of grass wear each time the game is loaded.
  • Grass regrowth is improved by three stages the day after a snow event and by one stage the day after a rain event.


Nat NH Character Icon.png
This article or section requires further research about grass wear in Animal Crossing: New Leaf.
You can help by investigating this topic and editing this article to include more information. Relevant discussion may be found on the talk page.
Further details: More info on the effects of weather and the updated wear/regrowth ratio is needed.
Nat NH Character Icon.png
This article or section requires further research about grass wear in Animal Crossing: New Leaf.
You can help by investigating this topic and editing this article to include more information. Relevant discussion may be found on the talk page.
Further details: More info on the effects of weather and the updated wear/regrowth ratio is needed.

Regrowth[edit]

Complete regrowth from dirt to full health can take between 1-3 months to achieve depending on the extent of the damage and the factors influencing growth. There are a few ways in which a player can aid this process. Planting trees and flowers in the trampled area will speed up regrowth significantly. Using the growth rates from Animal Crossing: City Folk, assuming a grass health of zero, an isolated patch of dirt can achieve full health in 29 days (256/9=28.4...). Trees provide an additional advantage in that they serve as a physical barrier to prevent players from inadvertently stepping on worn areas and do not need to be watered. At the same time, their growth is limited by proximity and count restrictions which do not apply to flowers.

Once the trees and flowers are planted, the player must avoid walking in the affected area other than to keep the flowers watered. For players who are willing to time travel within the game, the regrowth process can be further accelerated by advancing the game clock forward one day at a time, being certain that all flowers are kept watered each day. Setting the game clock backward in time or moving forward more than one day does not result in additional grass regrowth. The player can take advantage of seasonal weather changes in Animal Crossing: New Leaf and load their game in winter when it snows, or in the other seasons when it rains, allowing for a faster regeneration rate.

Gallery[edit]

References[edit]

  1. Nintendo. "Iwata Asks | 2. Animal Tracks in Animal Crossing?". Retrieved November 11, 2020.


Lost Journal NH Inv Icon.png
This article needs to be rewritten.
Please help improve this article if you can. Relevant discussion may be found on the talk page.
Further details: Poor writing, needs to be less guide-like.
Lost Journal NH Inv Icon.png
This article needs to be rewritten.
Please help improve this article if you can. Relevant discussion may be found on the talk page.
Further details: Poor writing, needs to be less guide-like.