I love this mod, and really wish it was part of vanilla, thanks for taking the time to develop it. One request though, can you make it available for download via the new curse client by hosting the downloads on the Curse network?
What a coincidence, I was just working on that!
I updated the mod to version 1.1, adding the ability to configure the decay speeds (the default values are the same as version 1.0).
Also added the mod to Curse, you should be able to install it via the launcher!
I updated the mod to include Thaumcraft and Natura support.
Currently uploaded to Curse as a Beta release, but it should be ok (I tested it, your mileage may vary). If I receive no bug reports in a few days, I'll mark it as stable.
If anyone has any other trees they'd like supported, please let me know and I will see what I can do!
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
For some reason when I use the new version my game mobs stutter horribly. I am fine doors are fine but mobs like cant function at all. I take the mod out and everything is back to normal. Any reason why this mod is freaking out entities?
Hey guys. Thanks for all your replies! For some reason I wasn't receiving e-mails about them, hence the slow reply.
Here are a few replies
- This mod should not be affecting leaf drop rates in any way. The normal "leaf decay event" still occurs, so the drop rate of whatever the tree would drop would be unaffected, it's just quicker.
- If you're using an MFR farm, or Steve's Carts, or anything that breaks the leaf blocks, you will run into trouble. Since the leaves decay by themselves, the saplings will just fall on the ground instead of the farm gathering them. You may want to use something like a void hopper or similar device to gather the drops.
- The mob spawn thing sounds even more unlikely, but I'm not that well versed in the Minecraft code...
- The onNeighbourBlockChange method is patched, not added.
- The mod is server side only, so you can add it to any pack you're running a server for and the players won't need to download anything.
- I've been thinking about making the speed configurable. Might get to that in the near future, it will require some tweaking though.
Thanks again, I'll keep an eye on this topic!
I have confirmed on my server that the amount of saplings and apples from Oak Trees is reduced significantly. I went from having ~61 trees planted in my farm, after 3-4 cycles of cutting them all down, I'm down to 10 saplings that I just planted. I don't have anything fancy setup at all. Just some oak saplings with torches in between and 9 air blocks above with a height limiter at the top. If I remove this mod and let the leaves decay at a normal rate, I get way more saplings than my little tree farm can handle. If I add the mod back in, I'll be at 0 saplings before too long.
Edit: I forgot to mention, I do use a Great Axe from Tinker's Construct to knock all the trees down. Let me test with just a regular axe.
Edit: I used a regular axe and got 10 saplings from cutting down 9 Oak Trees. I pulled the mod and planted the same 9 trees. This go around with a regular axe, I got 18 saplings. I'd say the mod definitely reduces the amount of drops from leaves, which is going to cause me not to use this mod. Let us know when you have this fixed.
I have confirmed on my server that the amount of saplings and apples from Oak Trees is reduced significantly. I went from having ~61 trees planted in my farm, after 3-4 cycles of cutting them all down, I'm down to 10 saplings that I just planted. I don't have anything fancy setup at all. Just some oak saplings with torches in between and 9 air blocks above with a height limiter at the top. If I remove this mod and let the leaves decay at a normal rate, I get way more saplings than my little tree farm can handle. If I add the mod back in, I'll be at 0 saplings before too long.
Edit: I forgot to mention, I do use a Great Axe from Tinker's Construct to knock all the trees down. Let me test with just a regular axe.
Edit: I used a regular axe and got 10 saplings from cutting down 9 Oak Trees. I pulled the mod and planted the same 9 trees. This go around with a regular axe, I got 18 saplings. I'd say the mod definitely reduces the amount of drops from leaves, which is going to cause me not to use this mod. Let us know when you have this fixed.
Very strange. I always test with only my mod, but as far as I can tell there's nothing affecting sapling rates. The axe you use also shouldn't affect it, since it's only the leaf decay.
The only thing I can think of is if you're using a machine block or something to harvest the trees, which is used to destroy the leaves. If the leaves decay before the machine block does it, the saplings will drop and the machine won't pick them up. But this doesn't seem to be your issue either.
From what I can tell from the Minecraft code, the drop rate for saplings (vanilla trees) should be 1 in 20. Apples look to be 1 in 200, though that does seem low. Considering a regular Oak tree has about 70 leaves blocks(?), there should be 3.5 saplings per tree and 1 apple in about every 3 trees. This is also what I get from my own tests.
I just did another test, here are my results (with the addon):
Round 1, 1 sapling; yield: 3 saplings, 0 apples.
Round 2, 3 saplings, yield: 7 saplings, 3 apples.
Round 3, 7 saplings, yield: 15 saplings, 1 apple (+3 from the previous round makes 4).
Same test, without the addon (really tedious.. :P):
There was, but there seemed to be a tick rate issue with it. I changed that release to be private, so only packs that already have it will be able to download it. Once I figure out a solution I will put a new version out. If you're having tick rate issues you might want to downgrade, otherwise you should be good to go.
The tick rate issue came from the fact that Natura and Thaumcraft both add trees to the world gen that aren't "right", in the sense that some of their leaves decay right from the start. This triggers a ton of leaf block updates which messes with the server tick rate. You seem to not use Natura so the problem should be a little less apparent
There was, but there seemed to be a tick rate issue with it. I changed that release to be private, so only packs that already have it will be able to download it. Once I figure out a solution I will put a new version out. If you're having tick rate issues you might want to downgrade, otherwise you should be good to go.
The tick rate issue came from the fact that Natura and Thaumcraft both add trees to the world gen that aren't "right", in the sense that some of their leaves decay right from the start. This triggers a ton of leaf block updates which messes with the server tick rate. You seem to not use Natura so the problem should be a little less apparent
Vanilla jungles generate with unsupported leaves, and that will trigger this as well.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Vanilla jungles generate with unsupported leaves, and that will trigger this as well.
Yep, I noticed that, but the problem is far less harsh with those. I'm not sure what it is that's triggering this... from what I can tell, the tickrate lag shouldn't take too long; as soon as the "erroneous" leaves are gone it should subside.
Maybe it's only a problem during world gen, I did test this in a clean world. Anyway it's not really acceptable in my opinion so I'll have to come up with something.
Hey I am going to use your mod in a up coming pack called The Lost Engineer, info can be found in the link bellow when it is ready! Thank you for the useful mod!
I have renamed my modpack from Frozensoul, To Afterlife Souls Reborn. I am Notifying you that a continuous use of your mod will be used in my pack. If you have any issues of this please let me know and i will remove it ASAP, This pack is going to be submitted to the FTB third party pack team.
I too am thinking of adding your mod to my pack, however I would like to know, is there a config that can be changed to detect different mods and leaves?
I am having trouble with 1.7.10. This is a mod interaction with Harder Wildlife / fast leaf decay
If I have gamerule dodaylightcycle false, then harder wildlife does not kill trees (normal behavior for it), and leaves go poof quickly.
If I have gamerule dodaylightcycle true, then harder wildlife does kill trees (one of it's points -- trees age, die, turn to rotting wood, and then saplings drop and plant), but leaves do not decay quickly.
Tested with fast leaf decay 1.7.10 1.4, and Harder wildlife 14.25.1.c
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
What a coincidence, I was just working on that!
I updated the mod to version 1.1, adding the ability to configure the decay speeds (the default values are the same as version 1.0).
Also added the mod to Curse, you should be able to install it via the launcher!
I updated the mod to include Thaumcraft and Natura support.
Currently uploaded to Curse as a Beta release, but it should be ok (I tested it, your mileage may vary). If I receive no bug reports in a few days, I'll mark it as stable.
If anyone has any other trees they'd like supported, please let me know and I will see what I can do!
Do you support the twilight forest trees/leaves?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'll take a look at those
For some reason when I use the new version my game mobs stutter horribly. I am fine doors are fine but mobs like cant function at all. I take the mod out and everything is back to normal. Any reason why this mod is freaking out entities?
I have confirmed on my server that the amount of saplings and apples from Oak Trees is reduced significantly. I went from having ~61 trees planted in my farm, after 3-4 cycles of cutting them all down, I'm down to 10 saplings that I just planted. I don't have anything fancy setup at all. Just some oak saplings with torches in between and 9 air blocks above with a height limiter at the top. If I remove this mod and let the leaves decay at a normal rate, I get way more saplings than my little tree farm can handle. If I add the mod back in, I'll be at 0 saplings before too long.
Edit: I forgot to mention, I do use a Great Axe from Tinker's Construct to knock all the trees down. Let me test with just a regular axe.
Edit: I used a regular axe and got 10 saplings from cutting down 9 Oak Trees. I pulled the mod and planted the same 9 trees. This go around with a regular axe, I got 18 saplings. I'd say the mod definitely reduces the amount of drops from leaves, which is going to cause me not to use this mod. Let us know when you have this fixed.
Very strange. I always test with only my mod, but as far as I can tell there's nothing affecting sapling rates. The axe you use also shouldn't affect it, since it's only the leaf decay.
The only thing I can think of is if you're using a machine block or something to harvest the trees, which is used to destroy the leaves. If the leaves decay before the machine block does it, the saplings will drop and the machine won't pick them up. But this doesn't seem to be your issue either.
From what I can tell from the Minecraft code, the drop rate for saplings (vanilla trees) should be 1 in 20. Apples look to be 1 in 200, though that does seem low. Considering a regular Oak tree has about 70 leaves blocks(?), there should be 3.5 saplings per tree and 1 apple in about every 3 trees. This is also what I get from my own tests.
I just did another test, here are my results (with the addon):
Round 1, 1 sapling; yield: 3 saplings, 0 apples.
Round 2, 3 saplings, yield: 7 saplings, 3 apples.
Round 3, 7 saplings, yield: 15 saplings, 1 apple (+3 from the previous round makes 4).
Same test, without the addon (really tedious.. :P):
Round 1, 1 sapling, yield: 3 saplings, 0 apples.
Round 2, 3 saplings, yield: 10 saplings, 0 apples.
Round 3, 10 saplings, yield: 25 saplings, 4 apples.
So the results vary a bit, but I'm sure with a proper sample size I wouldn't notice much difference.
Of course I'm not discounting your results as you obviously encountered them, but I'm out of thoughts here... :/
There was, but there seemed to be a tick rate issue with it. I changed that release to be private, so only packs that already have it will be able to download it. Once I figure out a solution I will put a new version out. If you're having tick rate issues you might want to downgrade, otherwise you should be good to go.
The tick rate issue came from the fact that Natura and Thaumcraft both add trees to the world gen that aren't "right", in the sense that some of their leaves decay right from the start. This triggers a ton of leaf block updates which messes with the server tick rate. You seem to not use Natura so the problem should be a little less apparent
Vanilla jungles generate with unsupported leaves, and that will trigger this as well.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yep, I noticed that, but the problem is far less harsh with those. I'm not sure what it is that's triggering this... from what I can tell, the tickrate lag shouldn't take too long; as soon as the "erroneous" leaves are gone it should subside.
Maybe it's only a problem during world gen, I did test this in a clean world. Anyway it's not really acceptable in my opinion so I'll have to come up with something.
Hi,
I'll be using FastLeafDecay in my modpack Cubertron. More information is available here.
Thanks!
Server side only and very useful.
Thank you!
-Andre
my published mods
Hey I am going to use your mod in a up coming pack called The Lost Engineer, info can be found in the link bellow when it is ready! Thank you for the useful mod!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2510502-the-lost-engineer
Does this work on BoP, Witchery and Ars Magica trees?
Dear Olafski
I am adding Fast leaf decay to my modpack Frozensoul that is going to be released out on a launcher.
Dear Olafski
I have renamed my modpack from Frozensoul, To Afterlife Souls Reborn. I am Notifying you that a continuous use of your mod will be used in my pack. If you have any issues of this please let me know and i will remove it ASAP, This pack is going to be submitted to the FTB third party pack team.
Third party pack code: ALSR
This mod is crashing on Forge 1.9 1838 im sure cause the versions have changed so much! any chance of a update thank you for the great mod!
I too am thinking of adding your mod to my pack, however I would like to know, is there a config that can be changed to detect different mods and leaves?
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
I am having trouble with 1.7.10. This is a mod interaction with Harder Wildlife / fast leaf decay
If I have gamerule dodaylightcycle false, then harder wildlife does not kill trees (normal behavior for it), and leaves go poof quickly.
If I have gamerule dodaylightcycle true, then harder wildlife does kill trees (one of it's points -- trees age, die, turn to rotting wood, and then saplings drop and plant), but leaves do not decay quickly.
Tested with fast leaf decay 1.7.10 1.4, and Harder wildlife 14.25.1.c
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Does this mod has any conflicting with another mod called "autosapling" mod?
edit: never mind. I just tested both of them and they are working just fine.