I want to like this but it feels so strange. As a player I walk up to a tree and break one log block then stop and and suddenly the entire tree starts disappearing and leaves fall. Trees other than the one I cut start disappearing too. I can walk around and the process of logs disappearing continues. I could go away from keyboard after hitting that first log block and still the tree disappears and I'd return minutes later with the log blocks automatically in my inventory.
I don't like the default game way of trees floating midair which have had their trunks completely removed. That behavior falls short of my expectation that big heavy trees fall when their support structure is missing. I don't like the behavior of choppy either, since I think it's doing too much work and taking away from the minigame of logging in Minetest.
I'd love to see a middleground. Trees falling when being cut is GREAT! I love that. Trees completely disappearing and immediately showing up in inventory is a complete opposite of floating upper trees and that's too much of a change for me. I think the middle ground is that trees fall once cut, and instead of flawlessly appearing in inventory, their log nodes get dropped for retrieval by the player.
I haven't tried working with it's api yet, but maybe there's a configurable sweet spot in this mod. Something that feels less like work than default, but enough of a challenge/reward to feel just right.
Trees other than the one I cut start disappearing too.
this is a difficult problem to solve, but one that i do want to do better in the future. there is already a limit on how far away it will continue to cut, which is dependent on the expected size of the tree, but that limit is generally about double what it might be. also, adjacent trees will only be cut if they're touching the original tree. to reduce the amount that adjacent trees are cut, set choppy.halo_size = 0 and choppy.step_radius = 1
suddenly the entire tree starts disappearing and leaves fall.
the speed at which the tree is dug is dependent on the speed of the axe you are using, and the hardness of the tree. trunk nodes shouldn't be dug any faster than what you can do w/ the axe, if you were able to actually point your axe at them. leaves are cut much faster by default. to slow down the process by a constant amount, you can set choppy.dig_speed_multiplier to a value less than 1. to slow down the rate at which leaves are cut, you can set choppy.snappy_multiplier to a value less than the default (5). if you want to put more of a limit on how quickly things can be cut, you can set choppy.max_trunks_per_second to a lower value (default 20).
instead of flawlessly appearing in inventory, their log nodes get dropped for retrieval by the player.
this mod should integrate well w/ https://content.minetest.net/packages/texmex/item_drop/ if that's behavior you desire, though that will cause all dug nodes to drop in the world. i'll look into adding an option to have the dug nodes drop as items.
I want to like this but it feels so strange. As a player I walk up to a tree and break one log block then stop and and suddenly the entire tree starts disappearing and leaves fall. Trees other than the one I cut start disappearing too. I can walk around and the process of logs disappearing continues. I could go away from keyboard after hitting that first log block and still the tree disappears and I'd return minutes later with the log blocks automatically in my inventory.
I don't like the default game way of trees floating midair which have had their trunks completely removed. That behavior falls short of my expectation that big heavy trees fall when their support structure is missing. I don't like the behavior of choppy either, since I think it's doing too much work and taking away from the minigame of logging in Minetest.
I'd love to see a middleground. Trees falling when being cut is GREAT! I love that. Trees completely disappearing and immediately showing up in inventory is a complete opposite of floating upper trees and that's too much of a change for me. I think the middle ground is that trees fall once cut, and instead of flawlessly appearing in inventory, their log nodes get dropped for retrieval by the player.
I haven't tried working with it's api yet, but maybe there's a configurable sweet spot in this mod. Something that feels less like work than default, but enough of a challenge/reward to feel just right.
before messing around w/ the API, i'd recommend checking out the settings: https://github.com/fluxionary/minetest-choppy/blob/main/settingtypes.txt
this is a difficult problem to solve, but one that i do want to do better in the future. there is already a limit on how far away it will continue to cut, which is dependent on the expected size of the tree, but that limit is generally about double what it might be. also, adjacent trees will only be cut if they're touching the original tree. to reduce the amount that adjacent trees are cut, set
choppy.halo_size = 0
andchoppy.step_radius = 1
the speed at which the tree is dug is dependent on the speed of the axe you are using, and the hardness of the tree. trunk nodes shouldn't be dug any faster than what you can do w/ the axe, if you were able to actually point your axe at them. leaves are cut much faster by default. to slow down the process by a constant amount, you can set
choppy.dig_speed_multiplier
to a value less than 1. to slow down the rate at which leaves are cut, you can setchoppy.snappy_multiplier
to a value less than the default (5). if you want to put more of a limit on how quickly things can be cut, you can setchoppy.max_trunks_per_second
to a lower value (default 20).this mod should integrate well w/ https://content.minetest.net/packages/texmex/item_drop/ if that's behavior you desire, though that will cause all dug nodes to drop in the world. i'll look into adding an option to have the dug nodes drop as items.
i've added a new setting. set
choppy.handle_drop_behavior = add_item
to make chopped nodes drop on the ground.