A feature that would make sense would be to have trees regrow leaves if taken off by the player (Maybe over a period of 5-10 minuets?) Seperate apple trees would also be nice
How can the game detect a tree? Would it detect the tree at all? I don't want leaves growing back after I break them most of the time and I don't want leaves growing on my house, would you?
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[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
The thing about trees is there isn't any such thing as a "tree"; only blocks in a particular shape. You'd need a way to flag air blocks as "growable" by some means. You can't just use proximity to "wood" blocks; leaves would just pop up around people's houses. You can' even rely on "natural" wood blocks (tree trunks and branches), or trees (especially spruce or birch) in frequently-loaded forests would eventually become rectangular blocks of leaves.
Oh, you could make a really complicated system, flagging individual wood blocks at tree growth with extra data showing which nearby blocks could regrow, but it would be a relatively large amount of data for each wood block affected, of which there could be tens of thousands live at one time on populated servers. That's true of leaf decay checks also, but this would be a more complicated check, and decay is laggy enough as is.
The thing about trees is there isn't any such thing as a "tree"; only blocks in a particular shape. You'd need a way to flag air blocks as "growable" by some means. You can't just use proximity to "wood" blocks; leaves would just pop up around people's houses. You can' even rely on "natural" wood blocks (tree trunks and branches), or trees (especially spruce or birch) in frequently-loaded forests would eventually become rectangular blocks of leaves.
Oh, you could make a really complicated system, flagging individual wood blocks at tree growth with extra data showing which nearby blocks could regrow, but it would be a relatively large amount of data for each wood block affected, of which there could be tens of thousands live at one time on populated servers. That's true of leaf decay checks also, but this would be a more complicated check, and decay is laggy enough as is.
Not supporting.
But there there is already a flagging system for the decaying. How much harder would it be to add this?
But there there is already a flagging system for the decaying. How much harder would it be to add this?
yes, but that flag and check is associated with the leaf block, and is only concerned with it's own surroundings. But regrowing would be checking for locations where there are no leaves currently, so the checks must be in the log blocks instead, and would have to check a larger, more complicated set of blocks surrounding themselves.
I need to stress that growing leaves into valid locations isn't the complicated part - certainly no more lag-inducing than decay already is. It's that there are a number of block locations - a large number in fact - surrounding every tree which are valid locations for live leaves, yet they are generated as air instead. The most obvious of these are bases of the trunks. There isn't any difference between these no-leaves-here locations and locations where leaves had been but have decayed or been harvested.
So if artificial complexity isn't added to limit the growth locations, you'll end up with trees that are ugly columns of leavesgiven enough time. And it will happen to all trees without the added complexity. And I don't believe it's worth the the performance hit it would cause.
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[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
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Retired StaffNo it wouldn't. Oak leaf blocks having a 1/200 of dropping wasn't a mistake. It was a deliberate choice for the apple's rarity.
Oh, you could make a really complicated system, flagging individual wood blocks at tree growth with extra data showing which nearby blocks could regrow, but it would be a relatively large amount of data for each wood block affected, of which there could be tens of thousands live at one time on populated servers. That's true of leaf decay checks also, but this would be a more complicated check, and decay is laggy enough as is.
Not supporting.
But there there is already a flagging system for the decaying. How much harder would it be to add this?
I need to stress that growing leaves into valid locations isn't the complicated part - certainly no more lag-inducing than decay already is. It's that there are a number of block locations - a large number in fact - surrounding every tree which are valid locations for live leaves, yet they are generated as air instead. The most obvious of these are bases of the trunks. There isn't any difference between these no-leaves-here locations and locations where leaves had been but have decayed or been harvested.
So if artificial complexity isn't added to limit the growth locations, you'll end up with trees that are ugly columns of leavesgiven enough time. And it will happen to all trees without the added complexity. And I don't believe it's worth the the performance hit it would cause.