Ideas about tree mechanics and general suggestions/ideas

You can already completely fuel a beacon on testing with what, 3 pieces of wood? Is that cost going to be higher in live?

When you say “an entire forest” you mean a relatively small patch of trees in the grand scheme of things, like say 20 or 30 or so. You wouldn’t be cutting down more than that (with copper or iron “half-decent”) in less than 10 minutes, especially if they are larger trees. Even if you could, why would you? Again, unless you spending hours and hours mining and hunting for things to cook in the furnace, you simply wouldn’t be using that many trees at a continuous rate.

You’re right though. I tend to get… incendiary when I intuit that I am dealing with a certain variety of person (the type with preconceived conclusions and absolutely no intention of changing them no matter what). I’ll work on walking that back.

I don’t want to be able to cut entire trees down so easily. It’s way to easy in my opinion. Not only that, but if someone decided they didn’t like a town, they could cut all the landscape down around it in a matter of minutes. And while world regen happens after 8 hours, that will not happen if the town is busy and someone is there to prevent world regen. I know that’s not much a problem now but when the game goes live there will be a lot more players on to prevent world regen. There are some good ideas here, but I am 100% against cutting down entire trees just by chopping the base of the tree.

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I don’t know about you guys, but when I cut trees I will cut 2 whole lustrous gaint trees and come out with 1000 pieces, save them up and forget about it for a week, month or so, why go all the time to mine some wood?

When you start building a city, you get done with wood so fast, it’s scary.

The Oort Temple has easily taken over 10k pieces of wood. Each time I would go farm 2k and think it was enough.

I’ve been to Andooweem where there’s a forest of fully grown twisted trees.

And also to consider, in the next update, getting the tools to mine hard coal won’t be so easy, so getting other coals and fuel materials will take priority. When wood becomes so easy to harvest and you could find it just about anywhere, I would just cut it, store it and forget about getting fuel sources to do something else. When you don’t have much time to play, you make sure to cover your needs for a while in order to do something else.

I’ve actually come to like trees working that way, it makes sense with the regeneration we have, it doesn’t take long to mine (in the test you can mine 1 wood with 1 hit from iron) and it makes good with the creativity of the game. I’m on the believe that taking away some not so important physics in better of allowing more creativity is always a win scenario.

If physics were so important in the game, we wouldn’t have Pixel Gate, portals or other flying cities.

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Really, if it were done, it should only be doable with axes of iron/copper quality or above. If we look at older civilizations, they mostly didn’t cut down trees with stone tools, as it was far too effort and time intensive to do so. Most of them waited for trees to fall or burned around the base of them repeatedly to weaken them before tying ropes high up and breaking them or etc.

As for charging the axe you’re using when the tree breaks… it should probably actually be charged for each of the blocks you cut through in the trunk if you go that way. Blocks above that section of trunk divided by the number of blocks in that cross-section. Otherwise people would be cutting down certain trees that would more-than break an axe if harvested normally, while only using a single axe.

As for people clearing forests, I don’t really see it being an issue. It’s not terribly hard to do that anyways with a simple grapple and an axe if for some bizarre reason you actually find a way to go through that much wood (or just continuously stockpile full smart-stacks of wood… for some reason). Again, do you think people would do this multiple times a day forever?

As for the realism, sure if you want to go far enough the trees would fall over and have to be chopped up, but really, that’s a heck of a lot further down the realism spectrum than “not having floating tree-tops” is. It’s also probably very, very, very difficult or impossible to code in a voxel engine, isn’t it? I suppose you could do something like the whole tree dropping vertically block by block as you harvest the base of the tree. This would solve all problems involved, as you’d actually have to harvest each block, but you at least wouldn’t have to do the crazy, bizarre, and imperfect climbing-to-the-top method. Again, this might be prohibitively hard to program in as well.

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Man, I don’t know how you have the patience to farm 2k pieces of wood in a sitting. Maybe something to do with using actual tools to do it, instead of a totem like me (I suppose I have a bizarre “waste not want not” thing going on with my tools) where climbing tree after tree to successively hit wood blocks 16,000 times would melt my brain completely.

That being said, I also don’t use wood for anything other than when I absolutely have to (warp conduits and etc.) to me, I HATE harvesting trees, because of how repetitive and time consuming it is. I suppose that explains why I’m the guy who spidermans around the Nasharil flying mountains with a ruby grapple in only one hand and a gold hammer in the other looking for sapphires. Something about missing a grapple resulting in sudden death by lava or the ground makes it exciting.

Edit: Also, as to flying structures and Pixel Gate, that’s one thing, since it’s supposed to be that way. Spontaneously levitating tree tops is quite another. I suppose I’ve played too much minecraft and seen too many “trunkless forests”.

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If the reason for this suggested tree mechanics is ‘realism’, then they should implement block gravity, cause I can mine out a mountains all ties to the ground, and we will have a floating mountain. Oh and I just built a floating island, without any floating blocks. Blocks arent affected by gravity, they maybe could implement it, but I dont think it will happen, and its not good if it will only affect trees, cause floating rocks still ‘unrealistic’ but we already have a lot of unrealistic things in the world of Boundless (like cuttletrunks, flying tentacle monsters, wtf… Japan is that you?). Its already unrealistic that if I make a floating rock that will be not affected by gravity, but if I drop (not place) that rock from my inventory, that will. But thats the “physics” of this voxel world.

Harder trees, I aggre, we need some harder natural blocks beside resources, which ones needs better tools to be able to harvest them. So most starter trees/rocks/soil should be able to be harvested even with a totem, but there could be harder ones, like where you need at least silver tools for them, and not even that, but if starter tree blocks are 3 hits with a silver axe, then harder tree blocks should be 5 hits with a silver axe. But thats just a question if there will be different block HP for natural blocks too.

Tree seeds… well I dont know I am ok with it but not really need them, anyway, if it will be implemented they should be planted only inside beacons, cause you know world regeneration and stuff. Oh and if the seeds can rot then meat, berrys, etc should rot too. And I am ok with rot mechanics, but again, I am ok without it too.

Axes will only affect trees (like hammers for rock and shovels for soil), they did before some months ago but something went wrong, they will fix it.

Leaves. Well they are not only leaves, they are leaf blocks, so braches included. Of course they should be faster to harvest than the actual trunk blocks, but they should remain solid, until they change them from blocks to props (or resources), and if they do, than we need a compactor recipe for them: compact leaves, so leaf blocks could be crafted.

I agree with the suggested mod drop. So every animal should drop at least one meat, bone and tallow (except if that animal dont have it, like cuttletrunks without bones), and bigger/stronger animals should drop more, and with this they should change the recipes, cause we will swim in meat, bone and tallow. Only the rare drops should be chance based, like dark blood and oort stones.

With the current fluid mechanics I dont think that lava-buckets are good idea, cause players could just flood important areas with lava. Water-buckets are on the way, but im still afraid about them too, until they introduce a swimming suit and/or a breathing device.

About ore detection: my suggestion

Block placement are ok for me at least.

Durability display will be fixed.

Smart stacking bugs/glitches will be fixed.

Auto stack, auto sort will not happen I think, and yeah equipment wheel place and inventory place coupling is just weird, but manageable.

Creature HP is visible, but more visual improvements for it too are on the way like guilds and element system. And I hope more movement gadgets like you suggested too.

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People looking for realism please go play Life Is Feudal. :stuck_out_tongue:

People have ideas about everything all the time and everyone can easily find at least one thing they would love to change.

No need to get to such heated discussion. Take it easy lads and don’t get too attached to your own ideas and opinions.

Peace and love.
:sunglasses:

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That was the reason I mentioned tree seeds, as you can cut one tree and plant some more. Also 8 hours is the chunk regeneration time so 8 hours for 1 tree is ridiculously long, so we should be able to (depending on tier if there will be any) observe some of the growing trees. Fast growing times and higher crafting requirements may help if such mechanic is ever implemented (which I highly doubt). So about 30 minutes or maybe, 1 hour for small trees and 2 to 3 (or more) hours should be sufficient for larger counterparts.

PS: Also, even small trees can be made about 4 blocks thick if such mechanic is implemented.

Now, I have to agree with that.

nope, why you decide what i read and what not!?
If i’m quoting not whole post its not mean that i not readed it, ok?!

OK, maybe I was wrong here, I have not cut down trees for a very long time (but i remember that the giant twisted tree is about 150 wood blocks), but it confirms my assumption that everything will be cut down if you can cut each tree. But again, if you can cut only a small tree, then why do you need it if you get about 15 blocks? Or you want - harder tools cut down bigger trees - more confusion.

oh, come on, why you decide that i speak for the community and devs? I can’t say my word in this suggestion topic? And if someone can suggest something, why i can’t do something that discredits his idea, if I do not like it?

This directly break the basic mechanics of the game - Renewing of the world.

and it’s also other game, not Minecraft :wink:

I’ll inform you about the fact that I never played Minecraft, and we do have something similar. Grass seeds are pretty common if you hit some of the soil that has grass on it. Also the fact that we can impact the renewal other than just standing in a chunk that has a timer sounds better. We can make our own, controlled forests, and maybe even plant trees where there are none.

You misinterpreted, friend :slight_smile: i certainly encourage disagreement! Did not wish to become a part of the personal discussions/arguments here, only to steer them in a more productive direction. I will take my leave of this thread.

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please don’t. I can’t read minds. You wrote, i answered.

http://dictionary.cambridge.org/dictionary/english/speak-for-someone#translations

Sorry for this, everyone, but I can not leave it like this.

Nope, it’s you, friend :wink:, misunderstand me, when i tryed to say that is you misunderstand me.:joy:

These personal attacks are unnecessary and entirely uncalled for. Please refrain from trying to start arguments not related to discussions about the game in this forum. Thank you! :slight_smile:

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Well, forget about minecraft, sorry. Suppose you planted trees, and someone cut them down. What will you do?
P.S. i want just save this mechanics, something new not what we all (maybe not all) played before.

I think the planting of trees will be a mechanic that is considered/included in the implementation of farming (future feature).

There are several edge cases for this which would need to be addressed though, such as how to account for people planting trees right next to a beacon… or surrounding a beacon (griefing etc.) - planting trees inside your own beacon… what happens when foliage or any part of the tree begins to grow outside of the beacon (fighting with world regen). There’s probably a few others too, but I can’t think any right now.

Planting trees is something I would personally like to see, but I’m pretty certain it wouldn’t be a feature that will come this side of 1.0

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If seeds along with the tie-cutting idea is implemented, beacons being surrounded would only mean more resources for the owner as it’s pretty close to their homes and they can just cut them relatively quick. But as I mentioned, the realistic cutting must be a part too for “griefing” to be countered.

It would also be more work for the beacon owner as well… something that might put them off from logging into the game, especially if they are limited on play time. Also, if your beacon is surrounded by the higher tiered trees, which would require a higher quality axe to be able to chop down (and as mentioned would not be included in the remove-grounding-ties-to-remove-the-whole-tree mechanic), then they would be effectively unable to get into or out of their beaconed area, unless they had saved locations (but that is beside the point really).

If that happened to a new player, they may just drop the game and ask for a refund - definitely not something I would want to see happen.

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I thought about these issues as well. From what I’ve gathered the solutions around these are that:

  1. The density at least of giant trees on starter planets would be much less, and that most of the trees would need to be the ones easier to maneuver around and cut down. This would allow players to not be trapped near their beacon, and the option to cut down several smaller trees rather than 1 giant one would still be there.

  2. The suggested change in clarity regarding the numeric durability of any blocks would serve to allow players to accurately calculate (given they had enough desire to do so) how long it would take to cut down an entire tree

One of my own thoughts for the solutions to this involved the addition of some kind of passive machine that would allow a player to not acitively be cutting down a tree all at once

  • The logging machine would have to be very tough/arduous to craft and use
  • It would likely need to be one use as to prevent spamming of such
  • Similar to how Creativerse employs extractors, but only in terms of being able to passively allow the machine to collect.
  • Perhaps multiple could be crafted and placed on a single tree that may take hours to log, thus allowing a community to work together in gathering massive amounts of lumber.

edit: didn’t notice the griefing concern, whoops. I think that large tree seeds would need ample space between them and any obscuring blocks(such as plots) before meeting the “qualifications” to grow. For example, being planted 50 blocks away from the nearest beacon

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