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How it would work:
Once a tree hits the ground, instead of disappearing completely, it would be converted into static blocks that can be mined individually, one by one.
Reasons to do this:
1.: Idk about you but that awesome looking majestic tree I just cut suddenly disappearing into my inventory is just visually awkward, and really breaks the illusion for me.
2.: It became way too easy to clear a forest and get a ton of wood. Not in only terms of time, but rather in terms of simplicity.
3.: It would be cool, I guess? Absolutely realistic, for sure, as the hard part of getting wood irl starts AFTER the tree is on the ground. Except if you were to cut it from top to bottom, a bit later about that...
The negatives (that come to my mind), and possible solutions:
1.: The obvious one, technical difficulties, like I know it would be disproportionately hard and time consuming to implement this feature properly and consistently. But it's certainly not impossible, and would bring getting wood to a whole new level. So my suggested solution is to just do it :P
2.: Diagonals. That wouldn't work. Or at least wouldn't look great. But as I see it, that would just add another layer of fun complexity and engineering to felling a tree.
2.1.: There would be limits, like if a tree hit another tree and could barely move a few blocks at the top, it would just stay there as an entity and wait for the player to clear the way by cutting off branches, etc.
2.2.: If you fell the tree downhill, it would be arguable to assume it would break into pieces, and despite those pieces not really resembling the original tree anymore, they could be solidified on the ground regardless.
2.3.: Same goes for not perfectly flat terrain, the game could approximate the not perfectly horizontally (like up to 20° or something) laying tree and place the solidified blocks accordingly, as that would still kinda look like the tree.
2.4.: Felling a tree uphill, now that's a real problem. Having the entitly stuck at some steep angle on a hillside is not great. It could however decay over time, losing all its leaves and thinner branches, and eventually solidify when the player is not looking. This is an unfavorable condition, so players are incentivized to take different approaches, and that would be a good reason to climb the tree, and cut it from top to bottom (not minecraft style, but real life alpinist style), so smaller, 2-3m long trunks are less likely to get stuck at an angle, and easy to lay down by mining a few dirts in case they do.
3.: This would break the idea of volumetric drop rates, unless the mined logs and branches keep their thickness information and get processed later based on that. Like just dump them in a crafting grid to thicken them up to some full block sized logs.
Probably all this is a hard NOPE, but I'm interested in what do you think, maybe alternative solutions to at least the visual shock of a disappearing tree.
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How it would work:
Once a tree hits the ground, instead of disappearing completely, it would be converted into static blocks that can be mined individually, one by one.
Reasons to do this:
1.: Idk about you but that awesome looking majestic tree I just cut suddenly disappearing into my inventory is just visually awkward, and really breaks the illusion for me.
2.: It became way too easy to clear a forest and get a ton of wood. Not in only terms of time, but rather in terms of simplicity.
3.: It would be cool, I guess? Absolutely realistic, for sure, as the hard part of getting wood irl starts AFTER the tree is on the ground. Except if you were to cut it from top to bottom, a bit later about that...
The negatives (that come to my mind), and possible solutions:
1.: The obvious one, technical difficulties, like I know it would be disproportionately hard and time consuming to implement this feature properly and consistently. But it's certainly not impossible, and would bring getting wood to a whole new level. So my suggested solution is to just do it :P
2.: Diagonals. That wouldn't work. Or at least wouldn't look great. But as I see it, that would just add another layer of fun complexity and engineering to felling a tree.
2.1.: There would be limits, like if a tree hit another tree and could barely move a few blocks at the top, it would just stay there as an entity and wait for the player to clear the way by cutting off branches, etc.
2.2.: If you fell the tree downhill, it would be arguable to assume it would break into pieces, and despite those pieces not really resembling the original tree anymore, they could be solidified on the ground regardless.
2.3.: Same goes for not perfectly flat terrain, the game could approximate the not perfectly horizontally (like up to 20° or something) laying tree and place the solidified blocks accordingly, as that would still kinda look like the tree.
2.4.: Felling a tree uphill, now that's a real problem. Having the entitly stuck at some steep angle on a hillside is not great. It could however decay over time, losing all its leaves and thinner branches, and eventually solidify when the player is not looking. This is an unfavorable condition, so players are incentivized to take different approaches, and that would be a good reason to climb the tree, and cut it from top to bottom (not minecraft style, but real life alpinist style), so smaller, 2-3m long trunks are less likely to get stuck at an angle, and easy to lay down by mining a few dirts in case they do.
3.: This would break the idea of volumetric drop rates, unless the mined logs and branches keep their thickness information and get processed later based on that. Like just dump them in a crafting grid to thicken them up to some full block sized logs.
Probably all this is a hard NOPE, but I'm interested in what do you think, maybe alternative solutions to at least the visual shock of a disappearing tree.
Thank you for your attention!
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