I moved the core mod to the 'mods' folder and now the mod works to chop down trees..EXCEPT...it doesn't chop down jungle trees now..and it never worked with redwood trees. it hasn't crashed mind you...it just doesn't chop down the best trees (jungle trees and redwood trees that are massive in size.)
The original Problem:
Treecap would allow redwoods/silverwood/great wood to be chopped down; even with the config being changed to allow recognition of these trees.
What I have tried:
uninstalling the mod and it's dependencies..reinstalling them both in the 'mods' folder.
What happened:
it works but won't chop down the anything that isn't the basic vanilla trees.
***however the game doesn't crash**
Is there something maybe that i should be turning on to cause the mod to 'auto see' the other mod trees? might be that I have simpy missed a step?
Rollback Post to RevisionRollBack
'Canadians..pretending to be polite in 2 official languages!'
Does anyone know if it is possible to get the axe module from Modular Powersuits (MachineMuse) to work with TreeCapitator? Did a search of the thread and didn't see any references to this. Not a big deal but it would be nice not have to carry an axe around just to use the mod. Not sure if it is even possible because of how the hand tool has multiple modules (axe, shovel, pick, etc) rather than just being a single tool. Currently using the latest dev build r10. Thanks in advance for any assistance.
For some reason treecap only works in creative for me, yes I've tried re-installing it, in fact the mod was working just moments ago then it stopped working mid game.
I moved the core mod to the 'mods' folder and now the mod works to chop down trees..EXCEPT...it doesn't chop down jungle trees now..and it never worked with redwood trees. it hasn't crashed mind you...it just doesn't chop down the best trees (jungle trees and redwood trees that are massive in size.)
The original Problem:
Treecap would allow redwoods/silverwood/great wood to be chopped down; even with the config being changed to allow recognition of these trees.
What I have tried:
uninstalling the mod and it's dependencies..reinstalling them both in the 'mods' folder.
What happened:
it works but won't chop down the anything that isn't the basic vanilla trees.
***however the game doesn't crash**
Is there something maybe that i should be turning on to cause the mod to 'auto see' the other mod trees? might be that I have simpy missed a step?
bspkrsCore goes in the mods folder, TreeCapitator for Forge goes in the coremods folder.
Does anyone know if it is possible to get the axe module from Modular Powersuits (MachineMuse) to work with TreeCapitator? Did a search of the thread and didn't see any references to this. Not a big deal but it would be nice not have to carry an axe around just to use the mod. Not sure if it is even possible because of how the hand tool has multiple modules (axe, shovel, pick, etc) rather than just being a single tool. Currently using the latest dev build r10. Thanks in advance for any assistance.
I don't have a default config setup for that, but if you post a link to the other mod's thread/website and a paste (using pastebin or similar) of the mod's config file, I'll see about adding it in the next build (probable release candidate).
For some reason treecap only works in creative for me, yes I've tried re-installing it, in fact the mod was working just moments ago then it stopped working mid game.
Sounds like you recently added Multi-Mine from the symptom you describe. If you are using the development build check your config file. There should be a generated config value that you'll need to copy to the Multi-Mine config file block exclusion list.
Can someone tell me if I can move the ingameinfo to the other side of the screen?
The file you need to edit is at .minecraft/config/IngameInfo/ingameInfo.txt. You'll want to change <topleft> to <topright> or whatever alignment you want. This is also where you can edit the tags that are setup to be displayed.
como faço para adicionar novos blocos (id) ao treecapitator.Dessa forma poderia destruir construções de forma muito mais rapida aproveitando o material para novas construções.
Exemplo: cobblestone (4), bricks (45).
how do I add new block (id) to form treecapitator.Dessa could destroy buildings much more quickly taking advantage of the material for new construction.
Example: cobblestone (4) bricks (45).
como faço para adicionar novos blocos (id) ao treecapitator.Dessa forma poderia destruir construções de forma muito mais rapida aproveitando o material para novas construções.
Exemplo: cobblestone (4), bricks (45).
how do I add new block (id) to form treecapitator.Dessa could destroy buildings much more quickly taking advantage of the material for new construction.
Example: cobblestone (4) bricks (45).
Assuming you are using the development build, you could try adding the following to the vanilla trees and items section of your config:
However, this is not a very efficient way of getting the functionality you desire. The BlockBreaker mod is more suited to the task as it can schedule the blocks to be broken over many game ticks instead of breaking ALL the blocks in one pass.
Darkwood is working in code, but I don't think I have released the version that includes the config. Fusewood apparently has some use that means chopping them down doesn't make a lot of sense (or so I'm told).
Ok, Thank you, and yes the Fusewood blow up when you chop them down, but who doesn't like an exploding tree now and then
However, this is not a very efficient way of getting the functionality you desire. The BlockBreaker mod is more suited to the task as it can schedule the blocks to be broken over many game ticks instead of breaking ALL the blocks in one pass.
Lol... sorry about that! I was trying to help someone out on IRC last night, and I totally forgot that I needed to release a new bspkrsCore along with the new TreeCapitator. Getting that uploaded and released now.
I managed to successfully add configuration for the Meteors mod, and the third party config you added already picked up many of the mods I was missing in the older versions.
Now, how would I add config for Millenaire's obsidian axe and norman axe? They use very non-standard config files and methods. Their config is in mods/millenaire/*.txt files and they don't individually number each item, only set a starting offset. Default puts them at 26055:5 and 26008. I was going to try and use the integer method, but I get exceptions leaving out various other config entries.
I managed to successfully add configuration for the Meteors mod, and the third party config you added already picked up many of the mods I was missing in the older versions.
Now, how would I add config for Millenaire's obsidian axe and norman axe? They use very non-standard config files and methods. Their config is in mods/millenaire/*.txt files and they don't individually number each item, only set a starting offset. Default puts them at 26055:5 and 26008. I was going to try and use the integer method, but I get exceptions leaving out various other config entries.
You can include the other config entries, but leave them blank after the equal sign.
The new treeHeightDecidesBreakSpeed makes sense, but cutting anything with a wood axe it ridiculously slow. It might need some tweaking. I could use my fists and get wood faster.
The new treeHeightDecidesBreakSpeed makes sense, but cutting anything with a wood axe it ridiculously slow. It might need some tweaking. I could use my fists and get wood faster.
That's kinda the point... you have to earn the ability to chop down trees at a reasonable rate. You could always just remove the slower axes from the default config so you can use them to chop logs at a normal rate, and then once you have iron or diamond tools the trees will be easier to chop.
That being said, you could always just disable that option if you don't like it.
That's kinda the point... you have to earn the ability to chop down trees at a reasonable rate. You could always just remove the slower axes from the default config so you can use them to chop logs at a normal rate, and then once you have iron or diamond tools the trees will be easier to chop.
That being said, you could always just disable that option if you don't like it.
I updated and thought, "What the?", then read the OP. It's kind of an anti-treecapitator addition to treecapitator, huh?
I moved the core mod to the 'mods' folder and now the mod works to chop down trees..EXCEPT...it doesn't chop down jungle trees now..and it never worked with redwood trees. it hasn't crashed mind you...it just doesn't chop down the best trees (jungle trees and redwood trees that are massive in size.)
Treecap would allow redwoods/silverwood/great wood to be chopped down; even with the config being changed to allow recognition of these trees.
What I have tried:
uninstalling the mod and it's dependencies..reinstalling them both in the 'mods' folder.
What happened:
it works but won't chop down the anything that isn't the basic vanilla trees.
***however the game doesn't crash**
Is there something maybe that i should be turning on to cause the mod to 'auto see' the other mod trees? might be that I have simpy missed a step?
bspkrsCore goes in the mods folder, TreeCapitator for Forge goes in the coremods folder. I don't have a default config setup for that, but if you post a link to the other mod's thread/website and a paste (using pastebin or similar) of the mod's config file, I'll see about adding it in the next build (probable release candidate). Sounds like you recently added Multi-Mine from the symptom you describe. If you are using the development build check your config file. There should be a generated config value that you'll need to copy to the Multi-Mine config file block exclusion list. The file you need to edit is at .minecraft/config/IngameInfo/ingameInfo.txt. You'll want to change <topleft> to <topright> or whatever alignment you want. This is also where you can edit the tags that are setup to be displayed.
Exemplo: cobblestone (4), bricks (45).
how do I add new block (id) to form treecapitator.Dessa could destroy buildings much more quickly taking advantage of the material for new construction.
Example: cobblestone (4) bricks (45).
However, this is not a very efficient way of getting the functionality you desire. The BlockBreaker mod is more suited to the task as it can schedule the blocks to be broken over many game ticks instead of breaking ALL the blocks in one pass.
Default config is: http://pastebin.com/JzMgcQ3q
Website is: http://www.machinemuse.net/
Thanks so much for taking a look at this.
Ok, Thank you, and yes the Fusewood blow up when you chop them down, but who doesn't like an exploding tree now and then
the config is now in config > powercrystals > minefactoryreloaded
.minecraft\config\powercrystals\minefactoryreloaded
the config file for the mod is now called common.cfg
.minecraft\config\powercrystals\minefactoryreloaded\common.cfg
also the modID changed its now modID=MineFactoryReloaded not modID=MFReloaded
Now, how would I add config for Millenaire's obsidian axe and norman axe? They use very non-standard config files and methods. Their config is in mods/millenaire/*.txt files and they don't individually number each item, only set a starting offset. Default puts them at 26055:5 and 26008. I was going to try and use the integer method, but I get exceptions leaving out various other config entries.
That being said, you could always just disable that option if you don't like it.
I updated and thought, "What the?", then read the OP. It's kind of an anti-treecapitator addition to treecapitator, huh?
If you are having some sort of issue, please go back and read the section at the top of the OP about posting log files and whatnot.