Treecapitor r04 still has issues with leaf destruction on the one block "bush" trees. When the block is destroyed the inner rings of leaves will get destroyed but not the outer ones. I've tried using fists, (With needitem=false.) wooden axes & the chainsaw from Industrial Craft 2. I also tried fiddling with the new settings but couldn't get it to replicate the old behavior.
Ok, I finally tracked down the issue and fixed it for good this time. Turns out the change I made to fix a ring of leaves being left behind on regular trees ended up causing this obscure ring of leaves issue for a totally different reason. I appreciate you taking the time to bring it to my attention and helping me reproduce it... it feels good to finally get it working right, and as an added bonus I have a much better understanding of how leaf blocks behave when you start breaking blocks around them.
Briefly tested it out and it seems to be working- so bravo for fixing it. Now you just have to include support for the new tree in Industrial Craft 2 and you'll be all done!
Daily bug report. ;p Snowing tag is true in deserts during rain.
Also, I had hoped you would make the dimension tag so that you could show different things in different dimensions. For example the biome tag is usually redundant in Nether and End.
Good find on the snowing tag... I was hoping I could avoid having to check the biome in there, but I guess not.
Having the dimension tag take more than 2 parameters will require some code refactoring, but I might be able to get it in the next release, whenever that is. Right now I'm working on backporting several mods including IngameInfo to 1.2.5 so that people can get the latest features for that MC version.
Thanks for actually taking the time to look into older versions. Too many outdated mods like Fairy Factions that I just refuse to part with more than temporarily. My current 1.2.5 setup has about 25+ mods, including just about all from this topic. Absolutely love Floating Ruins combined with dungeon and ruins mods. =)
Just wanted to throw this out there but in the latest revisions of TreeCapacitor the IC2 Chainsaw has been breaking instead of draining energy. It worked fine up to and including r4 but in r5+ it breaks.
On trees large enough to break the chainsaw in one go it does (ExtraBiomesXL trees), on vanilla trees larger than one log it treats the "energy" of the chainsaw as durability instead of allowing IC2 to pull from the batpack. If the durability of the chainsaw is low and you cut a plank or single log it refills from the batpack as normal.
Edit: Has to do with the damage per block broken config option. I don't know if there is anything that can be done on this side but for compatibility with IC2 you can turn that off to keep your chainsaws working as intended.
Just wanted to throw this out there but in the latest revisions of TreeCapacitor the IC2 Chainsaw has been breaking instead of draining energy. It worked fine up to and including r4 but in r5+ it breaks.
On trees large enough to break the chainsaw in one go it does (ExtraBiomesXL trees), on vanilla trees larger than one log it treats the "energy" of the chainsaw as durability instead of allowing IC2 to pull from the batpack. If the durability of the chainsaw is low and you cut a plank or single log it refills from the batpack as normal.
Edit: Has to do with the damage per block broken config option. I don't know if there is anything that can be done on this side but for compatibility with IC2 you can turn that off to keep your chainsaws working as intended.
I plan to implement an item damage blacklist to handle this... that way you can still chop trees with it, but vanilla axes will still receive damage per block.
Thanks for actually taking the time to look into older versions. Too many outdated mods like Fairy Factions that I just refuse to part with more than temporarily. My current 1.2.5 setup has about 25+ mods, including just about all from this topic. Absolutely love Floating Ruins combined with dungeon and ruins mods. =)
I have the code changes done for most of the retrofits, I should have time to finish testing and release them later tonight hopefully.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Thanks for actually taking the time to look into older versions. Too many outdated mods like Fairy Factions that I just refuse to part with more than temporarily. My current 1.2.5 setup has about 25+ mods, including just about all from this topic. Absolutely love Floating Ruins combined with dungeon and ruins mods. =)
Awesome Mod! However, neither current update [1.3.2 r06] will let me shear leaves or vines on their own when using shears. I do get leaf blocks and a very small amount of vines when chopping trees with the shear options enabled. Had to disable forge and revert back to ML 1.3.2 r02 to restore shearing with shears.
Awesome Mod! However, neither current update [1.3.2 r06] will let me shear leaves or vines on their own when using shears. I do get leaf blocks and a very small amount of vines when chopping trees with the shear options enabled. Had to disable forge and revert back to ML 1.3.2 r02 to restore shearing with shears.
That's pretty strange... and sounds like an issue with Forge or another mod. The code for TreeCapitator doesn't even come close to being called when shearing leaves or vines as that would require me to override block harvesting methods in the BlockLeavesBase and BlockVine classes which are not part of the mod. The ONLY time that any TreeCapitator code is invoked is when a log block is first clicked and again when a log block is actually broken.
Uor post doesn't give any info on how to add other tree block ids, This is anoying because EBXL just updated and most of the trees have custom blocks. Can you help me or direct me to someone who can?
Hey, I'm a developer for IndustrialCraft, and one user has complained that Treecapitator's connected destruction feature is not respecting:
public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving)
in the axe item, and directly damaging the axe instead. This breaks our chainsaws, which use metadata for display (damage bar) and do everything else in NBT, with the onBlockDestroyed hook for properly discharging when a block is mined. Standard tools respond to that hook by adding 1 to the damage value, as normal.
Uor post doesn't give any info on how to add other tree block ids, This is anoying because EBXL just updated and most of the trees have custom blocks. Can you help me or direct me to someone who can?
That's not annoying... why would I provide information on how to configure a feature that doesn't exist? THAT would be annoying.
Hey, I'm a developer for IndustrialCraft, and one user has complained that Treecapitator's connected destruction feature is not respecting:
public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving)
in the axe item, and directly damaging the axe instead. This breaks our chainsaws, which use metadata for display (damage bar) and do everything else in NBT, with the onBlockDestroyed hook for properly discharging when a block is mined. Standard tools respond to that hook by adding 1 to the damage value, as normal.
Can Treecapitator be fixed to respect that hook?
My plan was originally to provide an item damage blacklist where players could define items they don't want to receive damage (assuming they want normal items to receive damage per block). Your method sounds better, but I can't seem to find the method signature you mention. I did a search of my Forge MCP workspace for "onBlockDestroyed(" and found 0 matches. There seem to be similar methods in the PlayerController class, but the method signature isn't the same. and now that I've typed all that out I think I found the correct method by searching ONLY for the param signature (I am still developing using build 251, so I guess the method wasn't named in the mappings back then).
I'll work on changing it and get a release out later this week.
For me on 1.2.5, with ingameinfo, the tag <mctime> starts at 0:00 (instead of 6:00 am) Is there any edits I can do to add the 6 hours?
- Ryan Paul Fialcowitz
Having the dimension tag take more than 2 parameters will require some code refactoring, but I might be able to get it in the next release, whenever that is. Right now I'm working on backporting several mods including IngameInfo to 1.2.5 so that people can get the latest features for that MC version.
On trees large enough to break the chainsaw in one go it does (ExtraBiomesXL trees), on vanilla trees larger than one log it treats the "energy" of the chainsaw as durability instead of allowing IC2 to pull from the batpack. If the durability of the chainsaw is low and you cut a plank or single log it refills from the batpack as normal.
Edit: Has to do with the damage per block broken config option. I don't know if there is anything that can be done on this side but for compatibility with IC2 you can turn that off to keep your chainsaws working as intended.
In other words, do not generate them on the overworld; generate them in some ages based on symbol on or off.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Thanks for such a quick response, I'll be sure to mention if I find any problems, but so far, so good =)
in the axe item, and directly damaging the axe instead. This breaks our chainsaws, which use metadata for display (damage bar) and do everything else in NBT, with the onBlockDestroyed hook for properly discharging when a block is mined. Standard tools respond to that hook by adding 1 to the damage value, as normal.
Can Treecapitator be fixed to respect that hook?
but I can't seem to find the method signature you mention. I did a search of my Forge MCP workspace for "onBlockDestroyed(" and found 0 matches. There seem to be similar methods in the PlayerController class, but the method signature isn't the same.and now that I've typed all that out I think I found the correct method by searching ONLY for the param signature (I am still developing using build 251, so I guess the method wasn't named in the mappings back then).I'll work on changing it and get a release out later this week.