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[1.5.2] DaftPVF's Mods (TreeCapitator, IngameInfo, CrystalWing, StartingInv, FloatingRuins)

tweaks tools treecapitator crystalwing floatingruins startinginventory 1.5.1 1.5.2

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#1

bspkrs
    bspkrs

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Posted 08 February 2012 - 04:52 PM

*
POPULAR

Current updates to 1.5.2 for Ingame Info, Crystal Wing, Floating Ruins, Starting Inventory, and TreeCapitator!  DaftPVF approved!

DaftPVF went on hiatus in February 2012.  He gave me permission to continue development on his mods, so I'll keep things up to date.

READ THE ENTIRE OP BEFORE ASKING.  Yes, the entire thing.

DISCLAIMER:
NO WARRANTY IS GIVEN, EXPRESSED, OR IMPLIED.  USE AT YOUR OWN RISK.
(That means take backups!)

HELP! MINECRAFT IS CRASH!!!! (or, MOD X DOESN'T WORK!!!)
Ok, that's all well and good... and I'd even say that maybe 1/10 times this is my fault.  In order for me to help you, however, I'll need some info that you most likely have.  Use pastebin.com (or a paste service of your choice) to provide your full log file.  If you are using ModLoader, the log file is /.minecraft/ModLoader.txt.  If you are using Forge, the log file is /.minecraft/ForgeModLoader-client-0.log (for client) or /.minecraft/ForgeModLoader-server-0.log (for server).  Some mods have a setting called allowDebugLogging which should be set to true before you post your log file.  WITHOUT THIS INFORMATION IT IS VERY DIFFICULT TO PROVIDE ASSISTANCE, AND THE LIKELIHOOD OF GETTING A RESPONSE IS LOW.

A Note on PMs:
I generally do not respond to PMs sent regarding modpack permissions (read the end of this thread and/or read the license) or help/support for any mods (you should post your issue/question on the thread so that anyone that knows the answer can respond). If you recently sent me a PM for either of those reasons, that's why you didn't get an answer.

News:
15-Jun-2013 - TreeCapitator 1.5.2.r12 dev build is out.  IIRC there are a few new mod configs, but the main change is to fix a null pointer exception when your axe breaks with enableEnchantmentMode=true.

10-Jun-2013 - TreeCapitator 1.5.2.r11 dev build is now available.  NOTE: this release changes the default logic for calculating the log break speed.  The break speed is now (by default) tied directly to the height of the tree.  Small trees will see a small increase in the time to break the block.  Large trees will have a large increase in the time to break the block.  As an example, in my testing I made a 68 block tall tree.  It took about 51 seconds to chop the log block to make the tree fall.  The config setting to enable/disable this feature is called treeHeightDecidesBreakSpeed.

Update: I totally forgot to release a new bspkrsCore last night to support the new feature... that's fixed now.  bspkrsCorev2.08 is out to support the TreeCapitator development build.

Notes about the TreeCapitator development build:
- The config file is completely redone... you should either delete or rename your existing config.
- The config file should be easier to figure out (I guess we'll see).
- If you spent a lot of time configuring trees in the old format, never fear! The new format isn't drastically different as far as the actual values you need to provide, it just lays out the values in a way that makes more sense, so converting your existing config to the new format isn't too hard (I have decided against "supporting" old config formats as it makes the mod code very messy and harder to maintain).  I will provide more details on this.
- There are now config elements that can be set on a per-tree basis as well as global defaults (see new config).
- There are new config elements!
- The FML IMC system is now used to allow other mods to provide their own tree/item configurations.  You can configure the priority of user (config file) vs. mod (IMC) configs for cases when a mod is configured both in the config file and by the mod itself via IMC.
- Enchantment mode is now available (yes, it is optional).
- In-game adding of trees is not coded yet.  It may not make this release.

NOTE: If you have played using a previous development build and want to get the new/updated default mod configs, you'll have to either delete your config file or remove the "tree_and_mod_configs" config section completely to get TreeCapitator to re-populate it!

Spoiler: Older News

Best way to contact me:
I can usually be found in the IRC channels #risucraft or #treecapitator on irc.esper.net.

Donate to DaftPVF if you like his mods!  
If you like what I've done here, help me get more storage on Dropbox
or Posted Image!

Be sure to check out WorldStateCheckpoints, my fork of MightyPork's Checkpoints Backup Mod.  It allows you to make save points in your SP worlds!  An essential tool for any Minecrafter!

All of my original mods (StatusEffectHUD, DirectionHUD, and now ArmorStatusHUD) can be found here.

Downloads:

bspkrsCore:
ATTENTION: This is a REQUIRED mod in order for any of the other mods to work.  It contains the core shared classes used by all mods I release.  If you don't install it along with any of the other mods here, Minecraft will crash.  You have been warned.
Drop the downloaded .zip file into the mods folder under .minecraft.
ModLoader/Forge download: Latest Release (Mirror) All Releases (Mirror) Dev (Mirror)
Spoiler: More Info

ALL MODS BEYOND THIS POINT REQUIRE bspkrsCore TO BE INSTALLED.
You will be ignored if you post about MC crashing because you didn't install bspkrsCore.

TreeCapitator:
ModLoader (SSP): Latest Release (Mirror) (ML 1.5.2.r01) All Releases (Mirror) Dev (Mirror)
Forge (SSP/SMP): Latest Release (Mirror) (Forge 1.5.2.r01) All Releases (Mirror) Dev (Mirror)
Delete ALL previous versions of ANY TreeCapitator mods from your mods folder before using the new CoreMod version!  Put it in the coremods folder!  Use a recommended build of Forge!
MultiMine users: you MUST add the log block IDs you are using in TreeCapitator to the MultiMine block exclusion list found in AS_MultiMine.cfg.  Otherwise TreeCapitator will not work.
Use new setting requireLeafDecayCheck when mods don't set the leaf decay bit when logs are broken (examples: Biomes O'Plenty, Forestry, known to cause issues in jungles...)
MLMP Server: Latest Release (MLMP 1.3.2.r08) All Releases
Spoiler: More Info

IngameInfo:
ModLoader: Latest Release (Mirror) (ML 1.5.2.r02) All Releases (Mirror)
Lunatrius has released a forked version of IngameInfo that offers new functionality as well as a new input file format in XML.  Check it out!
Spoiler:

CrystalWing:
ML Client: Latest Release (Mirror) (ML 1.5.2.r01) All Releases (Mirror)
Spoiler:

FloatingRuins:
ModLoader (SSP): Latest Release (Mirror) (ML 1.5.2.r02) All Releases(Mirror)
Forge (SSP/SMP): Latest Release (Mirror) (Forge 1.5.2.r02) All Releases(Mirror)
MLMP Server: Latest Release (MLMP 1.3.2.r02) All Releases
Spoiler:

StartingInventory:
ML Client: Latest Release (Mirror) (ML 1.5.2.r01) All Releases (Mirror)
Spoiler:

BlockBreaker / ConnectedDestruction
New version is a Forge CoreMod (put it in the coremods folder)!  
Requires Forge
Forge Universal: Latest Release (Mirror) (1.5.2.r02)  All Releases (Mirror)
(Requires ModLoaderMp or Forge): Client: MLMP  (1.2.5.c) FML (1.2.5.c)
MultiMine users: you MUST add the log block IDs you are using in BlockBreaker to the MultiMine block exclusion list found in AS_MultiMine.cfg.  Otherwise BlockBreaker will not work.
Spoiler:

Install (all mods):
Requires Risugami's ModLoader or FML unless otherwise noted (such as Forge releases).  Do not extract.  Drop the downloaded zip file into the mods folder in your .minecraft folder.

Only exception to this is the CoreMod version of TreeCapitator, which must go in the coremods folder.

Known Mod Conflicts as of 1.5.2:
  • ConnectedDestruction is rendered inoperable by TooManyItems and CJB's Cheat Mod.  There is most likely no way to fix this.
  • CJB's QuickCraft mod and/or Cheat mod breaks TreeCapitator amongst other things.
  • Better Blocks & Items / Rotation Key and Forgotten Nature / LCTrees are incompatible with TreeCapitator ML by default; Forgotten Nature / LCTrees can be made compatible by changing the config option lumberJack to false.  I will add Better Blocks & Items to the list of mods to make compatibility patches for.
  • MultiMine is incompatible with TreeCapitator unless you add the log block IDs you are using in TreeCapitator to the MultiMine block exclusion list found in AS_MultiMine.cfg.  If you do that then they will play nice.
Known Issues in 1.5.2:
  • TreeCapitator SMP versions: there is often noticeable lag on the client side between when a log is chopped and the tree actually comes down.  This has to do with the logHardnessModified setting.  If this lag is an issue for you, set the logHardnessModified setting to 2.0 in the server config.
  • TreeCapitator doesn't work for other mods' trees.  There is no way to add other mods' tree blocks to the config.  (no promises, but I'll see what might be possible). TreeCapitator Forge 1.4.5.r01 now has this ability!
  • TreeCapitator: sometimes chopping one tree will also chop down a neighboring tree.  This typically happens in jungle biomes or when two big trees are next to each other.  This can be mitigated by lowering the value of maxBreakDistance.
  • IngameInfo: Nested calls to <max> can cause an infinite loop when loading a world.  The use of <max> within <max> is not currently supported.
  • IngameInfo: It is possible to crash the game if your IngameInfo config file is screwed up.  I need to put in better error handling.  The good news is that most likely it will fail right away upon loading a world.
Planned Features (read before asking for stuff):
Spoiler:
Previous releases:
All previous release links can now be found in the main downloads section above, except for the following discontinued mods:
Spoiler:
Reuse/Modpacks
Posted Image
These mods are released under the Creative Commons Share Alike non-commercial License.  They are allowed to be used in mod packs as long as credit is given to DaftPVF and myself and the URL of this forum thread is provided.  No adf.ly links.  Do not post these mods on other sites.

Edited by bspkrs, 15 June 2013 - 07:33 PM.

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#2

MergingWhispeR
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Posted 08 February 2012 - 04:53 PM

Pictures Please!!

Posted Image


#3

Sch0rsch
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Posted 08 February 2012 - 04:54 PM

Thank you so much!

#4

zonemaster60
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Posted 08 February 2012 - 05:00 PM

If allowed could you update the 'Score' mod for 1.1? I would really appreciate it! :)
Posted Image
Creator of Minecraft_BSU, MCModInstaller, MCModPageViewer, and ZM_FSJ.

#5

Sevenedges
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Posted 08 February 2012 - 05:01 PM

Thanks. Been waiting for Crystal Wing for quite a bit now.

Posted Image


#6

bspkrs
    bspkrs

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Posted 08 February 2012 - 09:24 PM

View PostSevenedges, on 08 February 2012 - 05:01 PM, said:

Thanks. Been waiting for Crystal Wing for quite a bit now.
I had to fix something in Crystal Wing and Floating Ruins... please download again if you downloaded it earlier.  The config files were not being loaded and used.
Posted Image

#7

streetstar5
  • Location: Harlem, NY

Posted 08 February 2012 - 10:45 PM

Nice - i've been patiently waiting for IngameInfo, Thanks.
Posted Image

#8

sinsady
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Posted 08 February 2012 - 11:07 PM

Im glad you updated these :D
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#9

Mahkra
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Posted 08 February 2012 - 11:40 PM

View Postzonemaster60, on 08 February 2012 - 05:00 PM, said:

If allowed could you update the 'Score' mod for 1.1? I would really appreciate it! :)
there is no point in updating score. Ingame info does the same thing and more.

#10

bspkrs
    bspkrs

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Posted 09 February 2012 - 12:47 AM

View PostMahkra, on 08 February 2012 - 11:40 PM, said:

there is no point in updating score. Ingame info does the same thing and more.
That's not entirely true... It looks like Score also added in custom death messages and high score type stuff. I'll have a look at it, but no guarantees since the last version was for 1.8, and I don't have the 1.8 jar or any of the other stuff.
Posted Image

#11

Awesomebob74
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Posted 09 February 2012 - 05:47 AM

@bspkrs

You are a scholar and a gentleman.

lol


#12

Sevenedges
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Posted 09 February 2012 - 06:23 AM

View Postbspkrs, on 08 February 2012 - 09:24 PM, said:

I had to fix something in Crystal Wing and Floating Ruins... please download again if you downloaded it earlier.  The config files were not being loaded and used.

Ah. Was just about ready to complain about that. Cheers.

Posted Image


#13

RAWRMaD
    RAWRMaD

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Posted 09 February 2012 - 08:40 PM

Thank you! I've been waiting for StartingInventory for so long, you would not believe it.

:)

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#14

Sodisna
    Sodisna

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Posted 10 February 2012 - 03:33 AM

I hope you can get connected destruction to work.

#15

bspkrs
    bspkrs

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Posted 10 February 2012 - 05:01 AM

View PostSodisna, on 10 February 2012 - 03:33 AM, said:

I hope you can get connected destruction to work.
I've posted what I have so far with Connected Destruction.  There is an unknown mod conflict that causes it to stop working when the inventory has been opened.  Once I figure it out I'll post an update.  I'm thinking that it might be Convenient Inventory, but that's really just a guess at this point.
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#16

Loki42
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Posted 11 February 2012 - 12:49 AM

Has the crystal wing always returned you to the top of your house? I thought I remembered it taking me to my bedside in the past...
That is not dead which can eternal lie,
And with strange aeons even death may die.

#17

bspkrs
    bspkrs

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Posted 11 February 2012 - 02:39 AM

View PostLoki42, on 11 February 2012 - 12:49 AM, said:

Has the crystal wing always returned you to the top of your house? I thought I remembered it taking me to my bedside in the past...
Honestly, I don't know.  I've never really used it.

View Postbspkrs, on 10 February 2012 - 05:01 AM, said:

I've posted what I have so far with Connected Destruction.  There is an unknown mod conflict that causes it to stop working when the inventory has been opened.  Once I figure it out I'll post an update. I'm thinking that it might be Convenient Inventory, but that's really just a guess at this point.
The conflict is TMI.  I'm looking into it now.
Posted Image

#18

Sodisna
    Sodisna

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Posted 11 February 2012 - 03:29 AM

java.lang.NoClassDefFoundError: ForgeHooks
	at xb.av(xb.java:655)
	at acq.b(acq.java:49)
	at ConnectedDestructionSP.b(ConnectedDestructionSP.java:27)
	at acq.c(acq.java:95)
	at net.minecraft.client.Minecraft.a(SourceFile:1161)
	at net.minecraft.client.Minecraft.k(SourceFile:1564)
	at n.k(n.java:33)
	at net.minecraft.client.Minecraft.x(SourceFile:709)
	at net.minecraft.client.Minecraft.run(SourceFile:662)
	at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ForgeHooks
	at java.net.URLClassLoader$1.run(Unknown Source)
	at java.net.URLClassLoader$1.run(Unknown Source)
	at java.security.AccessController.doPrivileged(Native Method)
	at java.net.URLClassLoader.findClass(Unknown Source)
	at java.lang.ClassLoader.loadClass(Unknown Source)
	at java.lang.ClassLoader.loadClass(Unknown Source)
	... 10 more


This happened when my axe broke.

#19

bspkrs
    bspkrs

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Posted 11 February 2012 - 04:29 AM

View PostSodisna, on 11 February 2012 - 03:29 AM, said:

Spoiler:


This happened when my axe broke.
Do you have Minecraft Forge installed?  I'm pretty sure Connected Destruction requires it.  I should probably add that to the original post. I'll try it out to make sure mine works.
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#20

Sodisna
    Sodisna

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Posted 11 February 2012 - 04:39 AM

I have forge 1.3.1 installed.