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Sign upFix being unable to split trunks with stone/copper axes, allow adzes #22933
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Some additional questions to ask:
Any of the above outcomes might be fit for a later PR. |
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The previous change seems to have been focused on keeping the qualities in the range of 1-3, allowing higher numbers should make adressing these issues easier. The underlying code probably needs to be changed if the numbers get inflated. Also note they don't have to be consecutive numbers, e.g. a wood axe could be 4 and a chainsaw 10 if that makes the times come out better. |
Night-Pryanik
reviewed
Feb 13, 2018
| @@ -482,7 +482,7 @@ | |||
| "material": [ "steel", "wood" ], | |||
| "symbol": "/", | |||
| "color": "light_gray", | |||
| "qualities": [ [ "AXE", 2 ] ], | |||
| "qualities": [ [ "AXE", 1 ] ], | |||
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Night-Pryanik
Feb 13, 2018
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You think that a specialized, sharp weapon is on par with the crude makeshift tools with uneven and not particulary sharp cutting edge in terms of woodcutting? The same for inferior version.
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smolbird
Feb 13, 2018
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Author
Contributor
There is a reason that battle axes are not used for wood cutting. The blade is generally much lighter and thinner than on a splitting axe, and even on most hatchets. Either way I at least went for consistency. Note that "battle axe is equal to stone axe" was how it was to begin with.
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Stone axes should be on par with makeshift axes, as makeshift axes are basically a hammered chunk of scrap. It's meant to be functionally the stone axe recipe with a different resource expended. Copper axes however could likely be on par with battleaxes, in between stone/makeshift axes and wood axes. More work is put into making copper axes, while on the flipside a battleaxe blade is NOT designed for cutting down trees. You have a better edge but a much thinner one. In that case I'll look into rebalancing from the source side to, but take note that both makeshift axes AND hand axes are mod items. |
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That said, 4 cutting quality is more than enough for a chainsaw, and adds enough room for the following tiers: Tier 1: crudely cold-hammered axes (stone, makeshift, probably copper). Does this seem adequate? The only ones I'm really on the fence about placement would be fire axes, hatchets, and combat chainsaws. Copper axes are still probably fine at tier 1, so long as the "magically forget how to hack at a trunk because it fell over" issue to resolved. |
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Also, further question. Should you be able to split tree trunks with an adze (sawing quality 1), or only be able to use wood saws for that purpose? |
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I'd say yes. Isn't that what it's for, cutting and shaping big pieces of wood? |
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Very well then. |
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Okay, I didn't really think about the source math that hard during my last commit, and I think I will need to alter it. The status quo seems to be made mainly with "above-average strength + stone axe = 60 minutes" and "above-average strength + wood axe = 30 minutes" in mind. I'd guessed that the solution is to multiple, divide, or otherwise alter the equation to make 1 and 3 quality divide the time by the same amount as 1 and 2 does now. It wasnt until after I woke up in the morning that I realized all my initial ideas involved altering both sides of the equation (base time, quality division) which wouuld've canceled out into the same result as if no changes were made. Yes, it only took me until after getting some sleep to figure out that "make 3 equal 2" would require the alterations to be asymetrical. I came up with something like this:
Not sure of the correct formatting. The base time is doubled but the qualities are automatically incremented by 1. A simpler way would be to just do the "bump the quality up by 1" on the item side rather than the source side, having 2 woodcutting go back to being the default lowest quality used. In theory, this also means that if I gave hand axes wood quality 1 again, you could take about 2 hours to cut down a tree with it, versus 1 hour for an actual stone axe. |
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You forgot about the gasoline chainsaw. I think most of the changes are unnecessary. Just lower the requirements for chopping trunks from axe 2 to axe 1, and it'll suffice. |
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Alright. That was my main goal admittedly, rebalancing can be done afterward. |
smolbird
changed the title
Make woodcutting tools and processes sane and consistent
Fix being unable to split trunks with stone/copper axes, allow adzes
Feb 14, 2018
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Is it still acceptable to allow using adzes for this too? |
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Jenkins, rebuild please. |
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@narc0tiq what's up with gorgon and Jenkins command? |
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Should be changed or closed after #22939 has been merged. |
smolbird
closed this
Feb 16, 2018
smolbird
deleted the
smolbird:patch-2
branch
Feb 16, 2018
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Turns out the host's DNS resolution got broken -- some time ago, it seems; I just plugged in Google's DNS as the final alternative, which seems to have sorted it. I also had Github redeliver the latest push notification to gorgon's webhook, which also got a build going. Everything should return to normal now. Thanks for the @, wouldn't have likely seen it otherwise. |
smolbird commentedFeb 13, 2018
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edited
Closes #22931
Reasoning: Being unable to split tree trunks with a stone or similar axe makes the act of cutting the tree down utterly pointless without access to civilization, in turn making stone and copper axes utterly worthless. No logs innawoods also stops a lot of crafting and constructing dead unless you can bootstrap forging (which you'd have to prioritize over building the house you now can't get materials for) or raiding cities.
It's both bad gameplay and unrealistic that, as I put it, you magically forget the ability to hack at a tree trunk just because it fell over.