No, unless the server has it installed. And since I only updated the client side code, I don't think there are any servers that use it. I've been debating spending time on this... not sure if it's worth it since I haven't really seen anyone asking for it for their server.
Why isnt Tree Capitator working for me, i installed and dropped it into my .minecraft
Well, to put it bluntly, it isn't working because it probably isn't installed right or ModLoader isn't installed right.
1. Install ModLoader per Risugami's instructions INTO A FRESH VANILLA MINECRAFT.JAR file. If ModLoader isn't installed right, none of these mods will work.
2. Run minecraft and make sure it works.
3. Put the Tree Capitator zip file in the mods folder of your minecraft directory.
4. Run minecraft and use an axe to chop down a tree.
How hard would it be to add in the support for custom trees or to add in the trees from the redpower 2 mod ( rubber trees )
Thx
Harder than you think. I'm considering working on a TC addon for RP2/IC2 to chop their trees, but I haven't even begun to explore the possibility because it would most likely require a complete rewrite of Tree Capitator.
Is it possible that in the future you could program an average tag for InGame Info so that I could display my average framerate from playing? It could just take the past 20 fps or so or maybe just continually add the fps to that. It shouldn't be that hard, I think. Here is my attempt at some of the code. It's almost definitely wrong, but I am just learning Java. Something like:
while(fps>0){
//fps code here
if(fps == 0 || //gameovercode?)
break
This sounds like a good feature... I'll put it in the backlog and most likely it will end up in a future release.
awesome, thanks for the tool damage values! i played around for a bit with your example codes, and got the text colors to do what i wanted them to, but i was wondering. in example two, why are there two lines of code to display the damage values of the tool or whatever (these are them: "<equippedname>: <max[<pct(<equippedmaxdamage>,10)>/<equippeddamageleft>[&c/&e]]> <equippeddamageleft> &f/ &e<equippedmaxdamage>")
could you explain to me what both of these represent, it was basically trial and error with me to get the color codes to work for what i wanted to do... is the first line supposed to make the remaining uses red once it's below ten?
Hello. I'm RoxasofMinecraftia. I used your mod Tree Capitator in my modpack, without knowing I had to ask permission. Can I please use it? I already had to delete 2 mods, and I don't want to delete anymore. Please reply! I don't want my post to get deleted. Thanks!
Hello. I'm RoxasofMinecraftia. I used your mod Tree Capitator in my modpack, without know I had to ask permission. Can I please use it? I already had to delete 2 mods, and I don't want to delete anymore. Please reply! I don't want my post to get deleted. Thanks!
Yes, please use it. Just make sure to credit DaftPVF and myself and include a link to this forum thread.
awesome, thanks for the tool damage values! i played around for a bit with your example codes, and got the text colors to do what i wanted them to, but i was wondering. in example two, why are there two lines of code to display the damage values of the tool or whatever (these are them: "<equippedname>: <max[<pct(<equippedmaxdamage>,10)>/<equippeddamageleft>[&c/&e]]> <equippeddamageleft> &f/ &e<equippedmaxdamage>")
could you explain to me what both of these represent, it was basically trial and error with me to get the color codes to work for what i wanted to do... is the first line supposed to make the remaining uses red once it's below ten?
I can see how it could be confusing... the syntax isn't perfect, but I tried to keep it consistent with what DaftPVF already had in place with other tags. For one thing, everything in bold in your post is actually one line. It got split due to length. Here is what everything does:
<max[<pct(<equippedmaxdamage>,10)>/<equippeddamageleft>[&c/&e]]> - This part decides when to use color &c (red) and when to use color &e (yellow) for the text afterwards. If the first parameter (<pct(<equippedmaxdamage>,10)>) is greater, the tag will choose &c. If the second parameter (<equippeddamageleft>) is greater, the tag will choose &e.
<pct(<equippedmaxdamage>,10)> - The pct tag accepts a numeric tag as the first parameter and an integer value as the second parameter which represents the whole number percent you want of the first parameter. In this case the tag will return 10% of your equipped item's maximum damage.
So basically you were pretty close in your guess... the first part will turn the second part red once the damage has dropped below 10% of the maximum damage.
im using StartingInventory + CraftGuide
I want to start with the CraftGuide, but how do i find the ID of it to as in the cfg file ?
One way to get the item ID is to use Too Many Items. You can mouse over the items to get the ID. But I think the item ID for craft guide is 29617 (as long as it hasn't changed in a while).
tree capitator and crystal wing are both staples when it comes to my game... thank you so much for all your effort. Never play a modded game without em. :-)
Any way to get IngameInfo working in SMP? Right now the only <biome> that works is Rivers, otherwise it just stays on Ocean all the time. And it won't switch between Day/Night. I'm using ML, MLMP, Forge. Does one of those mods break it?
If I use Optifine and any HD texturenpack with the Tree Capitator is the wood in jungle biom the sam as the normal oak tree. The same Bug are without Optifine and with MCPatcher. The wood texture is wrong if I use the Tree Capitator.
Do you mean the texture is wrong after you break a block? Or it's just wrong?
There was an issue with the broken block textures when I first released, but it's been fixed for a few weeks now.
Any way to get IngameInfo working in SMP? Right now the only <biome> that works is Rivers, otherwise it just stays on Ocean all the time. And it won't switch between Day/Night. I'm using ML, MLMP, Forge. Does one of those mods break it?
I may have to look into making MLMP required, or offering both versions. I'll post an update on this soon... Need to see what MLMP offers that ML doesn't.
With BigTrees mod (http://www.minecraft...3-bigtrees-123/) Tree Capitator dowsn't work for some trees (for ex. desert ones). The Timber! works well, but TC is better...
Well... this isn't a current or planned feature of any of these mods. Perhaps another mod has already covered this?
the thing is, one of the mods you or someone else created made a custom gameover screen, like "now THAT was a weird situation" but its outdated, for beta 1.2_1 last I checked
Rollback Post to RevisionRollBack
http://pcpartpicker.com/p/2kUq0
the average script-follower/lack of common sense: http://www.techtales.com/tftechs.php?m=200504#8418
windoge 8 has the saddest excuse for a BSOD, it just tells you the type of error, no stop code, no nothing, just "something went wrong, all your unsaved work has now been lost to the void that is volatile memory"
With BigTrees mod (http://www.minecraft...3-bigtrees-123/) Tree Capitator dowsn't work for some trees (for ex. desert ones). The Timber! works well, but TC is better...
Is it just the desert trees? If so, it probably won't get fixed. TreeCapitator seems to only like trees that have leaves on them... which it sounds like the desert trees do not. I'll look at the code to see if I can tweak the "deciding what's a tree" algorithm, but honestly it's low priority at this point. I have a pile of mods I'm working on at the moment.
the thing is, one of the mods you or someone else created made a custom gameover screen, like "now THAT was a weird situation" but its outdated, for beta 1.2_1 last I checked
I hate to just say no, but I think the furthest I'm willing to go back at this point is 1.7.3b... in order to be able to decompile the class files from the Score mod (I think that's what you're looking for) I'd have to get my hands on ModLoader for 1.2b, MCP for 1.2b, the original 1.2b jar file, and possibly a few other things. I'll ask DaftPVF for the sources, but that's the best I can do.
Haven't read the whole thread, don't kill me please.
Was a buffbar type of thing for Ingame Info requested? I'd like to see active effects and time remaining... and also disable the display of same in inventory screen.
I just released the first version of StatusEffectHUD for 1.2.3. Thread here.
I haven't added an option to disable the effects in inventory, but I'll add it to the list.
Is it just the desert trees? If so, it probably won't get fixed. TreeCapitator seems to only like trees that have leaves on them... which it sounds like the desert trees do not. I'll look at the code to see if I can tweak the "deciding what's a tree" algorithm, but honestly it's low priority at this point. I have a pile of mods I'm working on at the moment.
No, it's some other trees too, the high ones with fat base and thin top.
don't know about others,
but I for one am so happy people take over good mod when the original author wants off (even temporarily)
thank you so much.
+1 from me.
Thanks man, it means a lot to me to get such good feedback from other players.
No, unless the server has it installed. And since I only updated the client side code, I don't think there are any servers that use it. I've been debating spending time on this... not sure if it's worth it since I haven't really seen anyone asking for it for their server.
Well, to put it bluntly, it isn't working because it probably isn't installed right or ModLoader isn't installed right.
1. Install ModLoader per Risugami's instructions INTO A FRESH VANILLA MINECRAFT.JAR file. If ModLoader isn't installed right, none of these mods will work.
2. Run minecraft and make sure it works.
3. Put the Tree Capitator zip file in the mods folder of your minecraft directory.
4. Run minecraft and use an axe to chop down a tree.
Harder than you think. I'm considering working on a TC addon for RP2/IC2 to chop their trees, but I haven't even begun to explore the possibility because it would most likely require a complete rewrite of Tree Capitator.
This sounds like a good feature... I'll put it in the backlog and most likely it will end up in a future release.
<equippeddamageleft> &f/ &e<equippedmaxdamage>")
could you explain to me what both of these represent, it was basically trial and error with me to get the color codes to work for what i wanted to do... is the first line supposed to make the remaining uses red once it's below ten?
Yes, please use it. Just make sure to credit DaftPVF and myself and include a link to this forum thread.
I can see how it could be confusing... the syntax isn't perfect, but I tried to keep it consistent with what DaftPVF already had in place with other tags. For one thing, everything in bold in your post is actually one line. It got split due to length. Here is what everything does:
One way to get the item ID is to use Too Many Items. You can mouse over the items to get the ID. But I think the item ID for craft guide is 29617 (as long as it hasn't changed in a while).
Don't worry, i'll be sure to do what you say
Do you mean the texture is wrong after you break a block? Or it's just wrong?
There was an issue with the broken block textures when I first released, but it's been fixed for a few weeks now.
I'll look into it, but I haven't noticed this as yet.
I may have to look into making MLMP required, or offering both versions. I'll post an update on this soon... Need to see what MLMP offers that ML doesn't.
the thing is, one of the mods you or someone else created made a custom gameover screen, like "now THAT was a weird situation" but its outdated, for beta 1.2_1 last I checked
http://pcpartpicker.com/p/2kUq0
the average script-follower/lack of common sense: http://www.techtales.com/tftechs.php?m=200504#8418
windoge 8 has the saddest excuse for a BSOD, it just tells you the type of error, no stop code, no nothing, just "something went wrong, all your unsaved work has now been lost to the void that is volatile memory"
Is it just the desert trees? If so, it probably won't get fixed. TreeCapitator seems to only like trees that have leaves on them... which it sounds like the desert trees do not. I'll look at the code to see if I can tweak the "deciding what's a tree" algorithm, but honestly it's low priority at this point. I have a pile of mods I'm working on at the moment.
I hate to just say no, but I think the furthest I'm willing to go back at this point is 1.7.3b... in order to be able to decompile the class files from the Score mod (I think that's what you're looking for) I'd have to get my hands on ModLoader for 1.2b, MCP for 1.2b, the original 1.2b jar file, and possibly a few other things. I'll ask DaftPVF for the sources, but that's the best I can do.
I just released the first version of StatusEffectHUD for 1.2.3. Thread here.
I haven't added an option to disable the effects in inventory, but I'll add it to the list.
No, it's some other trees too, the high ones with fat base and thin top.
Thanks man, it means a lot to me to get such good feedback from other players.