No! Never! Aahahahahahahahahahahahahahahahaha! You will be doomed to play on 1.2.5 for all time! Only you! Suck it, player!
(Seriously, patience is a virtue. A lot of stuff has to happen when new releases of MC come out, especially for 1.3.1 with all the architecture changes. It will happen when it happens. Hopefully sooner rather than later.)
No! Never! Aahahahahahahahahahahahahahahahaha! You will be doomed to play on 1.2.5 for all time! Only you! Suck it, player!
(Seriously, patience is a virtue. A lot of stuff has to happen when new releases of MC come out, especially for 1.3.1 with all the architecture changes. It will happen when it happens. Hopefully sooner rather than later.)
Will there ever be support for mod-custom trees? For instance, I'd like to be able to use this for the trees in the Aether. (One problem, though, might be things like, for instance, that Aether's trees detect what axe was used to destroy them and drop different drops accordingly, e.g. Golden Sap for Golden Oak trees, which only drops if you're using a high-level axe. I don't know if you could work around this)
Just another post to support Treecapitator. I can't bare to play without this wonderful mod!
I agree, cutting big trees it's so boring and time-eating without it!
I third that ! waiting to add it when 1.3.1 FML support is out (there are some more mods I don't play without and will post the same there- Buildcraft 2/3, Industrail Craft 2, RedPower , Forestry )
I have a suggestion but not to sure if it has been already suggested. When using the tree capitator mod we only break one block and therefore only damaging our axes by the one hit. My suggestion is that this mod would count the amount of blocks destroyed and then cause that amount of damage to the axe e.g. if i were to break a normal tree of 5 wood then the axe would be damaged as if i had hit//broken each block individually. And if we were to come to a tree that would break the axe completely before destroying the whole tree then the upper pieces of wood would be destroyed first so that we could use another axe and still reach the blocks to destroy the rest of the tree. I hope you will consider this suggestion. Thanks for keeping this mod going it is very good
I also think this is a fare suggestion, so I second that
I have a suggestion but not to sure if it has been already suggested. When using the tree capitator mod we only break one block and therefore only damaging our axes by the one hit. My suggestion is that this mod would count the amount of blocks destroyed and then cause that amount of damage to the axe e.g. if i were to break a normal tree of 5 wood then the axe would be damaged as if i had hit//broken each block individually. And if we were to come to a tree that would break the axe completely before destroying the whole tree then the upper pieces of wood would be destroyed first so that we could use another axe and still reach the blocks to destroy the rest of the tree. I hope you will consider this suggestion. Thanks for keeping this mod going it is very good
It would add complications to the game, we love treecapitator as it is... I mean, what if an axe did't have enough chops left? What if a tree was bigger than the number of hits a brand new axe has? I just LOVE this mod just the way it is - simple and it WORKS so well with other mods. : )
It would add complications to the game, we love treecapitator as it is... I mean, what if an axe did't have enough chops left? What if a tree was bigger than the number of hits a brand new axe has? I just LOVE this mod just the way it is - simple and it WORKS so well with other mods. : )
You obviously did not read the guys Suggestion.
He said if the axe doesnt have enough durability to take down the whole tree, it would take from the top end first, and whatever the axe couldn;t break would be reachable with a new axe and capable of finishing it off.
I actually like that suggestion, it makes it fair with the axes, less OP, and gives a solution to a problem that could come up when factoring in durability.
I'll simplify his suggestion for you:
When you chop down a tree and the durability is factored in, it will take away 1 durability per block destroyed.
Let's say I have an axe with 20 Durability left on it, and I decided to take down a large 2x2 jungle tree with 64 blocks of wood. The top 20 pieces of the tree would be chopped off first, my axe would be destroyed, and I could try again with a new axe and finish the rest of the tree off.
The problem with this suggestion however is that how would you factor in taking off the top blocks from destroying a bottom block. It might have to go from 1 block on the bottom being destroyed, the one you break yourself, and the other 19 from the top portion of the tree.
Thanks for updating Love Ingameinfo / Floating Ruins and Starting Inventory.
Not sure whats going on with Floating Ruins. i installed it and all, game is running fine (no crashes, black screens or errors) I threw it on /gamemode 1 love the built in commands, flew around and can't find a Ruin for the life of me. I tried changing the rates in the config file, it saves fine but when I start minecraft back up the config file resets to "2000" (default spawn rate for the ruins)
Am I doing something wrong... or is it just not working as intended for 1.3 lol?
Because even with a spawn of 2000, should have found one exploring a New world for about 15 minutes (flying even)
EDIT:
I seem to have gotten it to work, I have discovered some ruins, But the problem of the config file resetting every time I load Minecraft is still there.
I tried changing it to 1000 rather then 2000 saved it, opened it back up, still at 1000, loaded minecraft re-opened the config and its back at 2000
Thanks for updating Love Ingameinfo / Floating Ruins and Starting Inventory.
Not sure whats going on with Floating Ruins. i installed it and all, game is running fine (no crashes, black screens or errors) I threw it on /gamemode 1 love the built in commands, flew around and can't find a Ruin for the life of me. I tried changing the rates in the config file, it saves fine but when I start minecraft back up the config file resets to "2000" (default spawn rate for the ruins)
Am I doing something wrong... or is it just not working as intended for 1.3 lol?
Because even with a spawn of 2000, should have found one exploring a New world for about 15 minutes (flying even)
EDIT:
I seem to have gotten it to work, I have discovered some ruins, But the problem of the config file resetting every time I load Minecraft is still there.
I tried changing it to 1000 rather then 2000 saved it, opened it back up, still at 1000, loaded minecraft re-opened the config and its back at 2000
Make sure you are editing the right lines in the file (not the ones that begin with #).
Make sure you are editing the right lines in the file (not the ones that begin with #).
Thanks.. That was indeed the problem lol, I guess I should have read through the whole config file not just your comments on what does what, Didnt notice the actual settings below. Great mod one of my fave "dungeon mods"
Only thing I find is something you already pointed out (the leaves staying behind)
when the the treecapitator mod is updated, what will i need to do it, and how do i install it? sorry for the newb questions, just havent played mincecraft in a while, and i want to get the installation right on the first try so i can get right to playing... so thank you to the person(s) who respond in advance for helping me
Approves.
(Seriously, patience is a virtue. A lot of stuff has to happen when new releases of MC come out, especially for 1.3.1 with all the architecture changes. It will happen when it happens. Hopefully sooner rather than later.)
I third that ! waiting to add it when 1.3.1 FML support is out (there are some more mods I don't play without and will post the same there- Buildcraft 2/3, Industrail Craft 2, RedPower , Forestry )
I also think this is a fare suggestion, so I second that
No, the update broke the mods so they have to be updated to 1.3.1
It would add complications to the game, we love treecapitator as it is... I mean, what if an axe did't have enough chops left? What if a tree was bigger than the number of hits a brand new axe has? I just LOVE this mod just the way it is - simple and it WORKS so well with other mods. : )
You obviously did not read the guys Suggestion.
He said if the axe doesnt have enough durability to take down the whole tree, it would take from the top end first, and whatever the axe couldn;t break would be reachable with a new axe and capable of finishing it off.
I actually like that suggestion, it makes it fair with the axes, less OP, and gives a solution to a problem that could come up when factoring in durability.
I'll simplify his suggestion for you:
When you chop down a tree and the durability is factored in, it will take away 1 durability per block destroyed.
Let's say I have an axe with 20 Durability left on it, and I decided to take down a large 2x2 jungle tree with 64 blocks of wood. The top 20 pieces of the tree would be chopped off first, my axe would be destroyed, and I could try again with a new axe and finish the rest of the tree off.
The problem with this suggestion however is that how would you factor in taking off the top blocks from destroying a bottom block. It might have to go from 1 block on the bottom being destroyed, the one you break yourself, and the other 19 from the top portion of the tree.
Not sure whats going on with Floating Ruins. i installed it and all, game is running fine (no crashes, black screens or errors) I threw it on /gamemode 1 love the built in commands, flew around and can't find a Ruin for the life of me. I tried changing the rates in the config file, it saves fine but when I start minecraft back up the config file resets to "2000" (default spawn rate for the ruins)
Am I doing something wrong... or is it just not working as intended for 1.3 lol?
Because even with a spawn of 2000, should have found one exploring a New world for about 15 minutes (flying even)
EDIT:
I seem to have gotten it to work, I have discovered some ruins, But the problem of the config file resetting every time I load Minecraft is still there.
I tried changing it to 1000 rather then 2000 saved it, opened it back up, still at 1000, loaded minecraft re-opened the config and its back at 2000
Thanks.. That was indeed the problem lol, I guess I should have read through the whole config file not just your comments on what does what, Didnt notice the actual settings below. Great mod one of my fave "dungeon mods"
Only thing I find is something you already pointed out (the leaves staying behind)