Question, When I use <slimes> function in IngameInfo, it doesn't seem to agree with Rei's minimap.
The slime chunk in Rei is not show True <slimes>, and the slime chunck according to IngameInfo are very rare(about every 36 chunk or so)
I'll look into it.bspkrsCore v2.05(1.5.2), BlockBreaker 1.5.2.r02, and FloatingRuins 1.5.2.r02 are out! These releases are necessary due to changes in bspkrsCore for the upcoming TreeCapitator release which required a LOT of changes. Speaking of which, a preliminary development build of TreeCapitator 1.5.2.r02 is now available! Check out the Dev download link below.
Notes about the TreeCapitator 1.5.2.r02development 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.
- The config documentation sucks. I hope to get feedback from the dev build
I have a modded server with a lot of mods but when I add treecapitator and bspkrs core into the core mods folder the server crashes. It has to be treecapitator and the core because when i take them out the server doesnt crash.
This is the crash report:
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 5/24/13 9:26 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:430)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
at bspkrs.util.Configuration.<init>(Configuration.java:85)
at bspkrs.treecapitator.fml.TreeCapitatorMod.preInit(TreeCapitatorMod.java:110)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:139)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
When I downloaded r01 and tried to use it with the beta FTB 1.5.2 it gave me the same error. I also got a blank config file. I testing r02 and the game was able to launch, but there's no functionality with TreeCap. InGameInfo works. I went to see if the config wasn't set up properly, and the file was still blank.
Could this be an install problem on my end, or have others had blank configs?
When I downloaded r01 and tried to use it with the beta FTB 1.5.2 it gave me the same error. I also got a blank config file. I testing r02 and the game was able to launch, but there's no functionality with TreeCap. InGameInfo works. I went to see if the config wasn't set up properly, and the file was still blank.
Could this be an install problem on my end, or have others had blank configs?
I'm not sure why it wouldn't be working if you are using all the latest stuff, but the issue with a class not being found was my fault... I forgot I wasn't officially releasing TreeCapitator 1.5.2.r02 and that people would try to use TreeCapitator 1.5.2.r01 with bspkrsCorev2.05(1.5.2) (which was my fault). I have released bspkrsCorev2.06 to provide the back compatibility.
If you are using the dev build of TreeCap and bspkrsCorev2.06 and are still seeing issues, please set allowDebugLogging=true in TreeCapitator.cfg and post the resulting log file (ForgeModLoader-client-0.log or ForgeModLoader-server-0.log) using pastebin.com or similar. Be sure to fully launch the game, enter a world, and attempt to chop down a tree so that your log will contain as much info as possible.
When I downloaded r01 and tried to use it with the beta FTB 1.5.2 it gave me the same error. I also got a blank config file. I testing r02 and the game was able to launch, but there's no functionality with TreeCap. InGameInfo works. I went to see if the config wasn't set up properly, and the file was still blank.
Could this be an install problem on my end, or have others had blank configs?
I'm not sure why it wouldn't be working if you are using all the latest stuff, but the issue with a class not being found was my fault... I forgot I wasn't officially releasing TreeCapitator 1.5.2.r02 and that people would try to use TreeCapitator 1.5.2.r01 with bspkrsCorev2.05(1.5.2) (which was my fault). I have released bspkrsCorev2.06 to provide the back compatibility.
If you are using the dev build of TreeCap and bspkrsCorev2.06 and are still seeing issues, please set allowDebugLogging=true in TreeCapitator.cfg and post the resulting log file (ForgeModLoader-client-0.log or ForgeModLoader-server-0.log) using pastebin.com or similar. Be sure to fully launch the game, enter a world, and attempt to chop down a tree so that your log will contain as much info as possible.
Question, When I use <slimes> function in IngameInfo, it doesn't seem to agree with Rei's minimap.
The slime chunk in Rei is not show True <slimes>, and the slime chunck according to IngameInfo are very rare(about every 36 chunk or so)
As far as I know, slime chunk detection doesn't work on Rei's mini-map anymore. I think it even says that in the Rei's minimap thread in the OP.
Indication of slime spawning chunks (Does not work in multiplayer after minecraft 1.2)
Do you have requireLeafDecayCheck set to false by any chance? That's the only setting that seems to cause this to happen. I will add code to prevent the issue in the future, but the cause seems to be fixable by setting requireLeafDecayCheck=true.
I did have that set to false, since as per your description of that feature it was meant to help with the "special" trees in forestry and other mods that don't actually set a leaf decay on their trees/leaves.
all I was doing was cutting down an oak tree at spawn in an ExtraBiomesXL Green Swamp biome, and as soon as I chopped it with a wooden axe, it did as before a bunch of saplings and logs dropped but could not be picked up and the entire tree was still there. Then the game is no longer playable, and when closed it freezes the client up needing a hard close through task manager.
I did check the settings, as I have not touched them at all so they are default, and that setting you had said before for leaf decay is set to true by default as you said it should be to prevent that from happening.
leaf_and_vine_settings {
# Enabling this will make leaves be destroyed when trees are chopped. [default: true]
B:destroyLeaves=true
# When true TreeCapitator will only instantly decay leaves that have actually been marked for decay.
# Set to false if you want leaves to be destroyed regardless of their decay status (hint: or for "leaf" blocks that are not really leaves). [default: true]
B:requireLeafDecayCheck=true
# Enabling this will cause destroyed leaves to be sheared when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearLeaves=false
# Enabling this will shear /some/ of the vines on a tree when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearVines=false
}
Hey Bspkrs, I am still having that issue I reported to a while back, and I am using the newest version for MC 1.5.2 (Core v2.06, and treecap 1.5.2r01)
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all I was doing was cutting down an oak tree at spawn in an ExtraBiomesXL Green Swamp biome, and as soon as I chopped it with a wooden axe, it did as before a bunch of saplings and logs dropped but could not be picked up and the entire tree was still there. Then the game is no longer playable, and when closed it freezes the client up needing a hard close through task manager.
I did check the settings, as I have not touched them at all so they are default, and that setting you had said before for leaf decay is set to true by default as you said it should be to prevent that from happening.
leaf_and_vine_settings {
# Enabling this will make leaves be destroyed when trees are chopped. [default: true]
B:destroyLeaves=true
# When true TreeCapitator will only instantly decay leaves that have actually been marked for decay.
# Set to false if you want leaves to be destroyed regardless of their decay status (hint: or for "leaf" blocks that are not really leaves). [default: true]
B:requireLeafDecayCheck=true
# Enabling this will cause destroyed leaves to be sheared when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearLeaves=false
# Enabling this will shear /some/ of the vines on a tree when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearVines=false
}
Try the TreeCapitator dev build that is now available (1.5.2.r03 currently). That issue was NOT fixed in 1.5.2.r01.
I can't add anything to the new treecapitator config file. Can't even edit the config file. It always get's overwritten by default values after I start MC.
It crashes because the enchantment ID is duplicated. Changig it is pointless, since it always reverts back to 111.
That's some seriously stupid system. Forcing a mod to completely wipe and rewritte the config file without so much as asking the user if he/she wants to do it.
This issue is resolved in 1.5.2.r03. Thanks for pointing it out... I had some debug code in the mod that was deleting the config file on every run (makes sense when debugging, not so much in "production"). I actually released this fix earlier today, but I've only now gotten time to sit down and catch up on stuff.
Try the TreeCapitator dev build that is now available (1.5.2.r03 currently). That issue was NOT fixed in 1.5.2.r01.
This issue is resolved in 1.5.2.r03. Thanks for pointing it out... I had some debug code in the mod that was deleting the config file on every run (makes sense when debugging, not so much in "production"). I actually released this fix earlier today, but I've only now gotten time to sit down and catch up on stuff.
Thanks again for the quick response, your are becoming one of my favorite mod authors because of your fast and friendly responses =)
Anybody know WHY chopping down the huge 'shrooms only chops down the whole stem and a few cap blocks? Most of the cap of either shroom is left untouched.
Can you give me some assistance? I tried putting in the core and treecapitator into the FTB 1.5.2 beta patch. It says that the core hasn't been injected properly even though I've put it in coremods. I know the beta is buggy and unstable and some mods may not work, but if you could give your best hunch as to why the core isnt activating properly even though I've put it in correctly it would be appreciated. Thanks
Can you give me some assistance? I tried putting in the core and treecapitator into the FTB 1.5.2 beta patch. It says that the core hasn't been injected properly even though I've put it in coremods. I know the beta is buggy and unstable and some mods may not work, but if you could give your best hunch as to why the core isnt activating properly even though I've put it in correctly it would be appreciated. Thanks
As indicated by Keybounce earlier in this thread, bspkrs Core goes in the MODS folder, TreeCapitator goes into the COREMODS folder. Brief explanation quoted by Keybounce previously:
"coremod", in forge, is a mod that behaves differently. In particular, it has a chance to run stuff before anything of Mojang's, and it has the ability to modify Mojang classes at runtime.
This is different from a typical library of core routines that can be shared by multiple mods.
When most programmers talk about a core library, it's stuff that is shared by multiple programs. It can be either a forge normal mod, or a forge core mod.
A program that needs to alter how mojang classes work -- such as breaking trees -- needed (in the past) to either replace the axe class or the wood class; now it can use a forge coremod to alter them instead.
===
Treecapitator goes into the coremods folder as a jar file.
Bspkrs core goes into the mods folder as a zip file.
But this doesn't work. Might I steal a few moments of your time, and wheedle some help/insight from this thread?
Rollback Post to RevisionRollBack
The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread. -Anatole France
But this doesn't work. Might I steal a few moments of your time, and wheedle some help/insight from this thread?
Hmm... looks like the other mod's config category name has a colon in it. That sucks. It's probably screwing up the value parsing. I'm going to suggest that you ask the mod developer to change the config category "tool ids:" to "tool ids" without the colon. If it was a trivial fix I would just do it, but it's not.
I'm looking to not only increase the damage of a tree based on how many consecutive blocks there are, but also the amount of time it takes. So for instance, if there are 5 tree blocks total in one particular tree, it will take 5 times longer to break the tree as opposed to just one block. If there are 10 blocks, 10 times longer... 50 block swamp trees... 50 times longer. (longer than the amount of time it takes to break that one particular type of block).
It may not be a feature yet, but would be beneficial for those that just want to walk around and destroy entire forests quickly.
Hi, I am currently using your treecapitator mod with Biomes O Plenty, and it isnt working on the Biomes O Plenty trees. I see that there is a section for Biomes O Plenty in the config file, do I need to change something on it to make it work? Like add block IDs or something? I read the config file but I didnt really understand what Im supposed to do. If you could give me some "blonde" instructions I would be extremely grateful! Thanks
Notes about the TreeCapitator 1.5.2.r02 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.
- The config documentation sucks. I hope to get feedback from the dev build
This is the crash report:
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 5/24/13 9:26 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:430)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
at bspkrs.util.Configuration.<init>(Configuration.java:85)
at bspkrs.treecapitator.fml.TreeCapitatorMod.preInit(TreeCapitatorMod.java:110)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:139)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
You don't have the core. Or, if you encountered the same problem I did (http://pastebin.com/ZCqZrdH5 and http://pastebin.com/ZNR2AeHB) then you need to use the developmental build (r02) And the core needs to go in mods.
When I downloaded r01 and tried to use it with the beta FTB 1.5.2 it gave me the same error. I also got a blank config file. I testing r02 and the game was able to launch, but there's no functionality with TreeCap. InGameInfo works. I went to see if the config wasn't set up properly, and the file was still blank.
Could this be an install problem on my end, or have others had blank configs?
If you are using the dev build of TreeCap and bspkrsCorev2.06 and are still seeing issues, please set allowDebugLogging=true in TreeCapitator.cfg and post the resulting log file (ForgeModLoader-client-0.log or ForgeModLoader-server-0.log) using pastebin.com or similar. Be sure to fully launch the game, enter a world, and attempt to chop down a tree so that your log will contain as much info as possible.
Thanks it works now!
That (the Core thing) explains a lot.
As far as I know, slime chunk detection doesn't work on Rei's mini-map anymore. I think it even says that in the Rei's minimap thread in the OP.
But if you are using it in SSP, then, no idea...
all I was doing was cutting down an oak tree at spawn in an ExtraBiomesXL Green Swamp biome, and as soon as I chopped it with a wooden axe, it did as before a bunch of saplings and logs dropped but could not be picked up and the entire tree was still there. Then the game is no longer playable, and when closed it freezes the client up needing a hard close through task manager.
I did check the settings, as I have not touched them at all so they are default, and that setting you had said before for leaf decay is set to true by default as you said it should be to prevent that from happening.
leaf_and_vine_settings {
# Enabling this will make leaves be destroyed when trees are chopped. [default: true]
B:destroyLeaves=true
# When true TreeCapitator will only instantly decay leaves that have actually been marked for decay.
# Set to false if you want leaves to be destroyed regardless of their decay status (hint: or for "leaf" blocks that are not really leaves). [default: true]
B:requireLeafDecayCheck=true
# Enabling this will cause destroyed leaves to be sheared when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearLeaves=false
# Enabling this will shear /some/ of the vines on a tree when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearVines=false
}
Thanks again for the quick response, your are becoming one of my favorite mod authors because of your fast and friendly responses =)
EDIT: Sorry, I confirmed that adding Axe ids would work, I think I originally meant that about wood block ids.
As indicated by Keybounce earlier in this thread, bspkrs Core goes in the MODS folder, TreeCapitator goes into the COREMODS folder. Brief explanation quoted by Keybounce previously:
Given their relevant config information:
My closest guess for how I would structure the third-party entry for treecapitator would be:
But this doesn't work. Might I steal a few moments of your time, and wheedle some help/insight from this thread?
It may not be a feature yet, but would be beneficial for those that just want to walk around and destroy entire forests quickly.
Thanks!
http://www.sakkiswonderland.com
Is there any chance of out of the box support for Natura trees in the future?