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[0.11.16] [Gameplay][cube] OMG Fockin' trees.

Posted: Sat Feb 21, 2015 1:55 pm
by ofca
Collisions with trees/other objects are more or less broken. This is especially absurd when driving a tank, which can be stopped even at high speed by some trees. Also even on foot navigating a forest is a painful experience.

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Sat Feb 21, 2015 2:03 pm
by Zemerson
Trees are supposed to be nuisance, there are many ways of getting rid of them quickly. 2 grenades will take care of a large amount of trees, once you have upgraded armor piercing bullets you can kill the trees, or use capsules once you research them.

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Sat Feb 21, 2015 2:16 pm
by ofca
I know how to remove trees and I obviously agree that deforesting land before the build is clearly a gameplay concept that's supposed to be in game. I'm merely pointing that collisions are a problem -- I'm not advocating removing trees or modifying ways of removing them :)

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Sat Feb 21, 2015 2:26 pm
by FishSandwich
I think this is more a feature request than a bug report..

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Mon Feb 23, 2015 9:08 pm
by ssilk
I think also, but we already have more or less that thread: https://forums.factorio.com/forum/vie ... f=6&t=8637

I think the thing with the tank is another point.

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Tue Feb 24, 2015 2:50 pm
by PaulV
I think the problem with the tank (or car) is that the behavior for braking is a bit wonky. The idea is that if you press and hold the backward key while going forward, you will make a full stop instead of stopping and then accelerating backwards. Which is nice in theory, but the way it's implemented makes it so that if you are stopped by a collision, both the forward and backward keys are ignored until you release both and then press and hold them again.

A tank should easily plow through small biters with ease, but because the engine essentially shuts off every time you are stopped it won't. You can see this as when you start basically button mashing the forward key, you will get through more biters than when you hold the forward key down. (Same goes for trees and buildings, I reckon.)

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Wed Feb 25, 2015 4:45 pm
by ofca
Nope, breaking isn't in the picture. There's something funny, either with approach angle or with some kind of tree. It happened to me many times, that speeding tank was stopped to 0km/h instantly by a tree that took 0 damage. That's really my main problem. As to the general way trees works now, some tree models should not act as a brick wall, but should give a speed penalty. It's just plain wrong if I can easily see a path between trees with my own eyes, yet can't pass in any way.

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Thu Feb 26, 2015 8:55 am
by Albrat
ofca wrote:Nope, breaking isn't in the picture. There's something funny, either with approach angle or with some kind of tree. It happened to me many times, that speeding tank was stopped to 0km/h instantly by a tree that took 0 damage. That's really my main problem. As to the general way trees works now, some tree models should not act as a brick wall, but should give a speed penalty. It's just plain wrong if I can easily see a path between trees with my own eyes, yet can't pass in any way.
I can confirm that this has happened with me. the Tank travelling at full speed hit a tree and came to a dead stop. The tree took no damage. Repeated hits on the tree also gave the tree no damage. I had to manually chop the tree down to get past it.

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Thu Feb 26, 2015 11:41 am
by Geonosis
I also experienced this a few times

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Sat Feb 28, 2015 7:56 am
by MF-
Allright,

the tank insta-stopping while hitting some trees IS imo a bug
and the tank's engine stopping when it hits anything is undesirable as well.
But the original report is about something else and "not a bug"

Please report the above two separately if not reported already.

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Sat Feb 28, 2015 9:05 am
by kovarex
MF- wrote:Allright,

the tank insta-stopping while hitting some trees IS imo a bug
and the tank's engine stopping when it hits anything is undesirable as well.
But the original report is about something else and "not a bug"

Please report the above two separately if not reported already.
It is on cube's todo list already :)

Re: [0.11.16] [Gameplay] OMG Fockin' trees.

Posted: Sat Feb 28, 2015 10:24 pm
by ofca
Well, the whole thread is about trees and the trees are broken. If Kovarex and others will talk about trees and how to make them better on one or two subway rides, then my job here will be done :)

Re: [0.11.16] [Gameplay][cube] OMG Fockin' trees.

Posted: Wed Mar 04, 2015 10:34 am
by kovarex
The problem with tank stopping at 0 speed with motor shot down (it switched to breaking when it crashed to something) is solved for 0.11.17

The problem, that when tank is rotating, it doesn't give any damage, so rotating tank can be stopped by anything is added to our internal issue list.

Re: [0.11.16] [Gameplay][cube] OMG Fockin' trees.

Posted: Wed Mar 04, 2015 7:06 pm
by Martc
Here is the save with broken tree which cannot be destroyed by tank. I am not sure when this exactly happend, I think it was shortly after autosave. It is the red health tree in front of the tank.