UnReal World forums
UnReal World => Bug reports => Topic started by: Brygun on December 05, 2020, 05:27:22 PM
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As part of the harsh island challenge Im setting standing trees alight. They burn out and gone very quickly. There is never a big fire like you get if the tree was felled into a "tree trunk". The amount of wood is the same.
Not sure if this was intentional to stop forest fires.
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It makes it quicker and much easier to clear land for fields, but I'd rather it was more realistic (especially for the Winter Island Challenge scenario). The last time I cleared IRL land, it took me weeks to finally burn up all the dozer decks.
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I have heard of real life people using tall trees to make them fall over. Rather than cutting them with a stone axe, which takes hours, that you burn the base of the tree (only) then it falls over. Which is this game would generate a tree trunk.
But
There should be the possibility of having massive out of control fires. Wheeeeee
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I have heard of real life people using tall trees to make them fall over. Rather than cutting them with a stone axe, which takes hours, that you burn the base of the tree (only) then it falls over. Which is this game would generate a tree trunk.
Like this?
http://www.native-art-in-canada.com/fellatree.html
I've attempted to mod it, but can't seem to make it work right.
There should be the possibility of having massive out of control fires. Wheeeeee
So many possibilities... ;)
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yep thats it
I mean you could call for there to be
Clay [remove] '+ fireshield 3 feet up the tree'
Fire nearby
Tree next to [remove] *?
output a tree trunk where you stand, delayed an hour? to burn through
Its the "remove tree" that I don't see how to make happen
You can change a tile into ground just like you can make a water tile from the well or water barrel. So you can delete a tree.
But
recipies only have one output. Either the tree or ground tile.
Even if you have some middle step token its one token type made.