I'm having trouble finding my ingame info.txt thing, its no where to be found in my minecraft folder, no where!
is it possible i can just creat .txt and if so where?
I've tried to edit the Config file of Treecapitator (mod_treecapitator.cfg), but the
results are not showing up in-game. I've edited so the tools from other mods may be used
and so that the leaf explosion is also applied. Here's what it looks like:
#itemIds (java.lang.String:271, 275, 258, 286, 279) -- Ids of items that make trees fall.
#logHardness (float:4.0) -- Hardness of logs.
#
#Mon Dec 19 12:33:38 CST 2011
itemIds=271, 275, 258, 286, 279, 9093, 9098, 8251, 9759, 9760, 9761, 1028, 1029, 1030, 27291
dropLeaves=true
logHardness=3.0
Is there anything I'm missing or doing wrong? Actually, adding the custom axes rendered them useless besides the norm of chopping one wood block by a time. They can't even hit mobs.
I've tried to edit the Config file of Treecapitator (mod_treecapitator.cfg), but the
results are not showing up in-game. I've edited so the tools from other mods may be used
and so that the leaf explosion is also applied. Here's what it looks like:
Is there anything I'm missing or doing wrong? Actually, adding the custom axes rendered them useless besides the norm of chopping one wood block by a time. They can't even hit mobs.
The latest versions of Treecapitator have changed the configuration file: read this and this. And always make sure you are using the last version.
Wait. The crystal wing has only takes one item ID now, but can only be used once? Item IDs are almost endless. Why gimp the wings in favor of only using one item ID? Three item IDs is nothing.
I doubt that there are many people who are so low on item IDs that they are 1 away from being full, but still want this mod.
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"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
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I like the idea of the treecapitator mod, but it's a little overpowered. With the default hardness, trees are just too easy to harvest with an axe. If I turn up the hardness to, say 128, then it's more balanced. However, this makes it far, far too tedious to harvest them with your hands.
What I'm asking is for a separate hardness settings for hands. Spending minutes to harvest a single log just so that when you finally get an axe it's a bit less OP just isn't right.
Also, on the in-game info mod, could you automatically set the color of the light level text to red if it gets below 7 (maximum light for mob spawns)? If you do that, I won't need what's my light level anymore.
I found a way to count the blocks before breaking them by using a method in Forge that's called when the block is highlighted; does anyone mind having to use Forge (if you aren't already) just for that functionality?
Also, on the in-game info mod, could you automatically set the color of the light level text to red if it gets below 7 (maximum light for mob spawns)? If you do that, I won't need what's my light level anymore.
I was messing around with having some basic operations on Ingame Info, but I'm still troubled with the format to use: this is what I tried using for my <max> tag:
<max[1/2/3][1 is larger/2 is larger/3 is larger]>
To do what you wanted with the light level:
<max[<light>/7][&f<light>/&c<light>]>
Is that simple and good enough or should I change it?
For the Connected Destruction it doesn't seem to like the IC2 rubber trees.
Basically it will chop the tree parts without rubber up till the ones with rubber and then you have to break piece by piece, anyone know if I'm just doing it wrong?
#blockIDList (java.lang.String:17) -- Block IDs that will get destroyed. Use ";" to separate between Blocks and
"," to separate between Block ID and metadata.
#limitOfBlocks (int:10000) -- Limit of blocks to be destroyed at once.
#enableDrops (boolean:true) -- 'true' will enable drops from all blocks and 'false' will only drop the first
block to be destroyed. Disabling drops is recommended if you want to destroy things with a large amount of
blocks.
#maximumDistance (int:50) -- Maximum distance from the player to search blocks to destroy.
#
#Wed Dec 21 11:56:24 EST 2011
limitOfBlocks=10000
enableDrops=true
maximumDistance=50
blockIDList=17; 243
I found a way to count the blocks before breaking them by using a method in Forge that's called when the block is highlighted; does anyone mind having to use Forge (if you aren't already) just for that functionality?
I was messing around with having some basic operations on Ingame Info, but I'm still troubled with the format to use: this is what I tried using for my <max> tag:
<max[1/2/3][1 is larger/2 is larger/3 is larger]>
To do what you wanted with the light level:
<max[<light>/7][&f<light>/&c<light>]>
Is that simple and good enough or should I change it?
Yeah, that looks good. Anything that can be done about the treecapitator mod?
Oh, by the way, I've noticed that the light level reported by your mod and the one by what's my light level are different by one. Which is right?
Question about the treecapitator mod.
Is it possible to make the axe take the proper amount of damage depending on the amount of logs cut down? (like another mod, but it made all the plants wonky.. =\ )
I find it a bit unbalancing that axe takes damage per tree rather than per log. Unless it's just me missing something and it's already working like that.
Also, sorry if this has been asked before and I missed it.
I found a way to count the blocks before breaking them by using a method in Forge that's called when the block is highlighted; does anyone mind having to use Forge (if you aren't already) just for that functionality?
I was messing around with having some basic operations on Ingame Info, but I'm still troubled with the format to use: this is what I tried using for my <max> tag:
<max[1/2/3][1 is larger/2 is larger/3 is larger]>
To do what you wanted with the light level:
<max[<light>/7][&f<light>/&c<light>]>
Is that simple and good enough or should I change it?
Could you please add an option to add item id's from other mods, as in a rubber tree, I want to add the rubber tree log so treecapitator will also knock it down as vanilla trees.
Rollback Post to RevisionRollBack
Everybody gets a bit bored sometimes, click the link to not be bored for a few hours.
This isn't really a HUGE issue, because it's easily fixed in game, but with the TreeCapitator Mod, when I cut the trees down and wait on the leaves to drop. They originally drop something that appears to be squid ink, though when I hover over it in my inventory they turn into cocoa beans.
Is anyone else getting the issue?
Also great work, this makes things so much easier. ^-^
I tried to edit the treecapitator cfg file so that dropLeaves=true but nothing has changed in-game.
I cut a tree, and only the logs were destroyed outright. Any tips?
I also tried changing the line to destroyLeaves=true with equal success
Edit: updating my version of Treecapitator has fixed the issue, but I had no way of knowing which version I had and which I was downloading; maybe include a readme with version number and such?
[anchor="754"][/anchor]
Yes, I can!
In fact I just did it:
[b]Treecapitator[/b][list=*]
[*]Changed configuration field [i]itemIds[/i] to [i]IDlist[/i]; That's because if I didn't change, the old format would break the new one.
[*]Changed the format for the list of items in the config file: ";" is used to separate items and "," separates Item ID from its metadata value.[/list]
Could you change the OP to reflect this?
The Treecapitator entry still has itemIds and no punctuation.
List tags are malformed.
The only treecapitator I can get hold of is the "1.0.0 - v3" version, I cannot get hold of the newest version of which you have put the list of IDs that can be broken (not the IDs that do the breaking)
If you mean blocks to be broken, Treecapitator doesn't have that, the reason is because Treecapitator was created by overwriting the wood block. If you want to treecapitate any block you want, try Connected Destruction.[hr]
[list=*][*]SMP compatibility, ModLoaderMP is required.[list=*]
[*]The config file for the server has the field "players", in which you can set the players allowed to destroy blocks.[/list]
[*]Completely removed recursion from block breaking method, along with some other optimizations.
[*]Added "blocksPerTick" field in the configuration file:[list=*]
[*]Prevents game from freezing by allowing the blocks to be destroyed while the world runs.[/list]
[*]Using "-1" as parameter for the maximum distance or block limit will make them infinite:[list=*]
[*]The "blocksPerTick" is what made this possible, as it is the only value that can't be set to infinite.[/list]
[*]The "enableDrops" setting is now called "drops" and it uses numbers instead of true/false parameters:[list=*]
[*][b]0[/b]: No block drops whatsoever.
[*][b]1[/b]: Block drops on all modes but Creative.
[*][b]2[/b]: Block drops on all modes.[/list][/list]
[b]Downloads:[/b]
[url=http://dl.dropbox.com/u/18172943/Connected%20Destruction.zip]Single Player[/url]
Multiplayer*: [url=http://dl.dropbox.com/u/18172943/Connected%20Destruction_client.zip]Client[/url] - [url=http://dl.dropbox.com/u/18172943/Connected%20Destruction_server.zip]Server[/url]
[size=xx-small]*ModLoaderMP is required for the Multiplayer versions.[/size]
List tags are malformed.
Installed Treecapitator, Floating Ruins, Crystal Wing and Starting Inventory. They all seem to work, but I can only find the config file for Starting Inventory. Anybody know how to fix this?
is it possible i can just creat .txt and if so where?
Sorry for my bad english :/
results are not showing up in-game. I've edited so the tools from other mods may be used
and so that the leaf explosion is also applied. Here's what it looks like:
Is there anything I'm missing or doing wrong? Actually, adding the custom axes rendered them useless besides the norm of chopping one wood block by a time. They can't even hit mobs.
Follow @jqchacon
The latest versions of Treecapitator have changed the configuration file: read this and this. And always make sure you are using the last version.
Hum. . . I thought I had it updated; guess not! Thanks for the help. It works wonders, now :smile.gif:
Follow @jqchacon
I doubt that there are many people who are so low on item IDs that they are 1 away from being full, but still want this mod.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
What I'm asking is for a separate hardness settings for hands. Spending minutes to harvest a single log just so that when you finally get an axe it's a bit less OP just isn't right.
Also, on the in-game info mod, could you automatically set the color of the light level text to red if it gets below 7 (maximum light for mob spawns)? If you do that, I won't need what's my light level anymore.
I was messing around with having some basic operations on Ingame Info, but I'm still troubled with the format to use: this is what I tried using for my <max> tag:
To do what you wanted with the light level:
Is that simple and good enough or should I change it?
Basically it will chop the tree parts without rubber up till the ones with rubber and then you have to break piece by piece, anyone know if I'm just doing it wrong?
Yeah, that looks good. Anything that can be done about the treecapitator mod?
Oh, by the way, I've noticed that the light level reported by your mod and the one by what's my light level are different by one. Which is right?
Is it possible to make the axe take the proper amount of damage depending on the amount of logs cut down? (like another mod, but it made all the plants wonky.. =\ )
I find it a bit unbalancing that axe takes damage per tree rather than per log. Unless it's just me missing something and it's already working like that.
Also, sorry if this has been asked before and I missed it.
Could you please add an option to add item id's from other mods, as in a rubber tree, I want to add the rubber tree log so treecapitator will also knock it down as vanilla trees.
Is anyone else getting the issue?
Also great work, this makes things so much easier. ^-^
I cut a tree, and only the logs were destroyed outright. Any tips?
I also tried changing the line to destroyLeaves=true with equal success
Edit: updating my version of Treecapitator has fixed the issue, but I had no way of knowing which version I had and which I was downloading; maybe include a readme with version number and such?
Could you change the OP to reflect this?
The Treecapitator entry still has itemIds and no punctuation.
List tags are malformed.
If you mean blocks to be broken, Treecapitator doesn't have that, the reason is because Treecapitator was created by overwriting the wood block. If you want to treecapitate any block you want, try Connected Destruction.[hr]
[size="4"][b][u]CONNECTED DESTRUCTION UPDATE 0.2:[/u][/b][/size]
[list=*][*]SMP compatibility, ModLoaderMP is required.[list=*]
[*]The config file for the server has the field "players", in which you can set the players allowed to destroy blocks.[/list]
[*]Completely removed recursion from block breaking method, along with some other optimizations.
[*]Added "blocksPerTick" field in the configuration file:[list=*]
[*]Prevents game from freezing by allowing the blocks to be destroyed while the world runs.[/list]
[*]Using "-1" as parameter for the maximum distance or block limit will make them infinite:[list=*]
[*]The "blocksPerTick" is what made this possible, as it is the only value that can't be set to infinite.[/list]
[*]The "enableDrops" setting is now called "drops" and it uses numbers instead of true/false parameters:[list=*]
[*][b]0[/b]: No block drops whatsoever.
[*][b]1[/b]: Block drops on all modes but Creative.
[*][b]2[/b]: Block drops on all modes.[/list][/list]
[b]Downloads:[/b]
[url=http://dl.dropbox.com/u/18172943/Connected%20Destruction.zip]Single Player[/url]
Multiplayer*: [url=http://dl.dropbox.com/u/18172943/Connected%20Destruction_client.zip]Client[/url] - [url=http://dl.dropbox.com/u/18172943/Connected%20Destruction_server.zip]Server[/url]
[size=xx-small]*ModLoaderMP is required for the Multiplayer versions.[/size]
List tags are malformed.