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Chopped tree destroys literally everything #57697

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Night-Pryanik opened this issue May 14, 2022 · 4 comments
Open

Chopped tree destroys literally everything #57697

Night-Pryanik opened this issue May 14, 2022 · 4 comments
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<Bug> This needs to be fixed <Exploit> Unintended interactions or behavior, usually breaking how the game is balanced Fields / Furniture / Terrain / Traps Objects that are part of the map or its features.

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@Night-Pryanik
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Describe the bug

Falling tree (after it was chopped down) is able to destroy every type of terrain, no matter how sturdy it is. It destroys metal walls, reinforced concrete walls, and even the nigh-indestructible mi-go resin walls. Aside from being grossly unrealistic, it creates a big balance issue, allowing for entering hard-to-enter locations in early game, without the need for finding id cards, jackhammers, oxytorches, etc.

Steps to reproduce

Try to chop a tree next to a metal wall and make the tree fall on the wall. Observe the wall destroyed.

Expected behavior

I understand that every terrain is destroyed in process in order to make space for tree trunk. In reality though, from what I've seen on YT, falling trees are stopped even by wooden roofs.
I suggest:

  1. Tone down the destructive power of falling tree to some sensible amount. Right now falling tree bashes terrain it will fall upon with power of 300, 5 times a row! No wonder it destroys everything. My personal opinion is to set it to the power of 55, which is a slightly lower than str_min of log wall (60).
  2. Since with much lower power it will cease to destroy sturdy terrain such as walls, add a check before allowing to fall down a tree. In other words, allow the whole line of tree trunks to fall down on terrain like grass, but forbid to fall down on terrain like walls.

Screenshots

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Versions and configuration

Windows 10 x64, 0.F-8370.

Additional context

No response

@Night-Pryanik Night-Pryanik added <Bug> This needs to be fixed <Exploit> Unintended interactions or behavior, usually breaking how the game is balanced Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. labels May 14, 2022
@PatrikLundell
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I would rather want to see the tree trunks that would be generated in solid terrain get eliminated, i.e. you'd get only the trunks that fall on open ground.

I definitely don't want to chop down a tree and then have it fall onto my PC because the checks ruled out all other directions as the tip of the tree would hit something or other.

@Night-Pryanik
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I definitely don't want to chop down a tree and then have it fall onto my PC because the checks ruled out all other directions as the tip of the tree would hit something or other.

This wouldn't happen. The game could make a check for valid locations before the player starts chopping. And if there's no valid location for fallen tree, just forbid chopping altogether.

@DamienRoyan
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Instead of making the trunks just disappear, it would be more realistic to have them spawn along the wall as if it snapped upon falling on the stronger wall.

For example, if I am south of a building and make the tree fall North onto the wall, the trunks which are stopped by the wall would spawn parallel to it.

################ <- really strong wall
====== <- Part of trunk fallen parallel to wall
++++++[ ++++++++
+++++++[ +++++++
++++++@[ ++++++

Idk what the actual ASCII tiles are, so I used whatever was on the keyboard and made some sense. Hope its readable.

@Night-Pryanik
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It would be ok only if it's a one-tile wall. Imagine situation when you're falling tree towards some many-tiles-wide building:

####################
####################
####################
####################
####################
7
@

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Labels
<Bug> This needs to be fixed <Exploit> Unintended interactions or behavior, usually breaking how the game is balanced Fields / Furniture / Terrain / Traps Objects that are part of the map or its features.
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3 participants