Just a quick note here - the MPML version of Treecapitator seems to be ignoring many of the configuration options on the server I run.
I've specifically tested: allowMoreBlocksThanDamage, logHardnessNormal (and Modified), damageMultiplier, and allowItemDamage with various settings, yet it seems to ignore any changes.
The file I'm editing is config/mod_treecapitator.cfg (from where minecraft_server.jar is) - it gets regenerated every time I start the server so I'm assuming it's correct .. but I'm not absolutely certain since the options seem to be ignored.
I'm not (currently) running the client version (which does respect the config file, at least when running single player), just the server version with nothing but MPML and BTW.
NB: When I run the client in stand-alone mode, the config options seem to work perfectly. There's some sort of interaction between the client mod and the server mod which seems a bit iffy though.. and I'd prefer to run server-mod only on the server, as the less things my users have to do, the less they can screw up
Just a quick note here - the MPML version of Treecapitator seems to be ignoring many of the configuration options on the server I run.
I've specifically tested: allowMoreBlocksThanDamage, logHardnessNormal (and Modified), damageMultiplier, and allowItemDamage with various settings, yet it seems to ignore any changes.
The file I'm editing is config/mod_treecapitator.cfg (from where minecraft_server.jar is) - it gets regenerated every time I start the server so I'm assuming it's correct .. but I'm not absolutely certain since the options seem to be ignored.
I'm not (currently) running the client version (which does respect the config file, at least when running single player), just the server version with nothing but MPML and BTW.
NB: When I run the client in stand-alone mode, the config options seem to work perfectly. There's some sort of interaction between the client mod and the server mod which seems a bit iffy though.. and I'd prefer to run server-mod only on the server, as the less things my users have to do, the less they can screw up
FYI, there is zero interaction between the client and server with TreeCapitator. They work completely independently, and the client runs almost no code related to TreeCapitator when playing on a server. I'll look into the MLMP version config issues, although I'm not sure why that could happen.1.3.2.r07 ML/MLMP/FML - 13-Oct-2012
- refactoring to make mod log block addons possible (pseudo-API)
- changed the way that axes receive damage so that mod items like IC2's chainsaw will work properly
- fixed defect where creative mode would either always work or never work
- changed code for log hardness to be correct
FYI, there is zero interaction between the client and server with TreeCapitator. They work completely independently, and the client runs almost no code related to TreeCapitator when playing on a server. I'll look into the MLMP version config issues, although I'm not sure why that could happen.
Okay, duly noted. Although setting the hardness values on the client (if running in tandem) does seem to cause some glitchyness if they're different than the server's defaults.
I've tested other fields - none of them seem to be picked up. I'll try later on with a (non-production) vanilla server with a totally fresh install and no BTW to see if it's a BTW or legacy-related issue.
1.3.2.r07 ML/MLMP/FML - 13-Oct-2012
- refactoring to make mod log block addons possible (pseudo-API)
- changed the way that axes receive damage so that mod items like IC2's chainsaw will work properly
- fixed defect where creative mode would either always work or never work
- changed code for log hardness to be correct
IC2 chainsaw not exploding will be good as well. Thank you for your fine work!
Just wanted to share some more findings on the breaking lag. It only happens with the forge version the MLMP version doesn't lag at all oddly. I figure it's probably forge's fault though and not yours.
Edit: Sorry have to take it back, just tried r02 with build 303 and it works fine. Going to try r03 and r04 as r05 did have the problem.
Edit 2: The problem exists in versions r03 and up it seems.
Edit 3: Alright even on r02 if you set it to not need an item it is fine when punching the tree, but if you use an axe then the problem is still there. This is true in r01 as well.
Edit 4: Even with the default config on all versions the problem occurs and using any axe even on player-placed logs causes the block to lag when breaking in r01/02 and even while punching in r03-r07. This is with the mod only installed on the server.
Final Edit?: I have finally solved it. Setting the LogHardnessModified to 2.0 fixed the lag issue. Honestly have no idea why, but it did.
Sorry if this has been kind of obnoxious, but I really like this mod and want to help make it better if I can.
Just wanted to share some more findings on the breaking lag. It only happens with the forge version the MLMP version doesn't lag at all oddly. I figure it's probably forge's fault though and not yours.
Edit: Sorry have to take it back, just tried r02 with build 303 and it works fine. Going to try r03 and r04 as r05 did have the problem.
Edit 2: The problem exists in versions r03 and up it seems.
Edit 3: Alright even on r02 if you set it to not need an item it is fine when punching the tree, but if you use an axe then the problem is still there. This is true in r01 as well.
Edit 4: Even with the default config on all versions the problem occurs and using any axe even on player-placed logs causes the block to lag when breaking in r01/02 and even while punching in r03-r07. This is with the mod only installed on the server.
Final Edit?: I have finally solved it. Setting the LogHardnessModified to 2.0 fixed the lag issue. Honestly have no idea why, but it did.
Sorry if this has been kind of obnoxious, but I really like this mod and want to help make it better if I can.
It's all welcome feedback. I may need to have the client mod check to see if the server has the mod installed and if it does it will still apply the log hardness settings. I'm not sure if I will ever get to it, but it may be worth looking into.
TreeCapitator 1.3.2.r08 is a minor update to the TreeBlockBreaker class (the pseudo-API). However, TreeCapitator Addon IC2 1.3.2.r01 and TreeCapitator Addon EBXL 1.3.2.r01 are brand spanking new! They mostly work as expected, although I did see some weird issues with the EBXL addon where leaf blocks from other trees would start to decay after chopping down one tree... so you might want to try them out in a test world before deciding that you are comfortable using them in a world you are heavily invested in. Always take a backup!
I will be releasing TreeCapitator addon mods to support other mod's trees on a mod-by-mod basis. You can request support for a mod's trees by entering an enhancement request. Be sure to search existing issues first to see if it's already been requested. If it hasn't, please provide the name of the mod and include a link to the mod's website, MCF thread, or github repo.
Thanks for the IC2 addon! Add axes and chainsaws to the list and I'll drop our compatibility for yours.
Oh, you were coding your own TreeCapitator addon? That's pretty cool if that's what you meant!
I didn't setup a separate config file for the addon, but maybe I will do that so it will add the Chainsaw (and any other items you suggest) to the list of tools by default. I don't want to add them to the main mod default config, but it would certainly make sense to have them included by default in the addon. Let me know what makes sense to add (besides the chainsaw) and I'll put out an update with the default settings included.
You need to update EBXL. I asked for a change to the code to allow me to make the addon properly.
Edit: also be aware that there may be issues with the EBXL addon that could cause the leaves of surrounding trees to begin to decay when a tree is felled. Try it in a test world!
Gonna test the EXBL and IC2 Addon today together with the new r08.
Really good job so far!
Edit: Using the latest forge (4.2.5.312) together with your r08 and the short lags while cutting down trees (reported by Fluttershykisses) are gone! Really good job! Awesome!
The lag is usually only an issue when you are playing on a server with TC installed.
I can confirm that. If a second EBXL tree is connected to the one i'm cutting down, the leaves of the connected one start to decay.
I never had TC (Thaumcraft?) installed and had the little lags (it took around 2 to 3 seconds until a tree was registered as cut down but only with vanilla axes, using the IC2 chainsaw the bug was gone) until today. After updating forge and your mod, they are gone.
TC == TreeCapitator in this thread ;p
In my testing I saw a much more severe example of the leaf decay issue... I chopped a vanilla tree in a regular forest and it seemed to cause the entire forest's leaves to decay. I will be looking into it to see if there's any way to mitigate against it.
Right now my server is just there for testing. Updating it always to the latest forge and using latest development version of the mods (if available) and creating new worlds, while i'm waiting for the release of RP2 for 1.3.2.
It's unfortunate that it takes so long for the larger mods to update sometimes. I understand that people have work and lives outside of MC modding, but when the next major MC release is less than 10 days away and you still haven't updated for the current release, maybe you should think about letting some other modders get involved. </rant>
Yeah, I actually noticed that... I'm not sure why it's doing that. The IC2 logs didn't require any special code for the names. I'll see if I can fix it.
Must we have the newest release of Forge? Can we have #303? Jenkins is down for me right now.
EDIT: I got the newest version of forge, but I still get the crash that I had (and didn't speak of) with the old version. I can't copy from the error reporter thingy that I use and it doesn't crash minecraft, just logs out of the world. How exactly do you install the Add-on for EBXL?
I've specifically tested: allowMoreBlocksThanDamage, logHardnessNormal (and Modified), damageMultiplier, and allowItemDamage with various settings, yet it seems to ignore any changes.
The file I'm editing is config/mod_treecapitator.cfg (from where minecraft_server.jar is) - it gets regenerated every time I start the server so I'm assuming it's correct .. but I'm not absolutely certain since the options seem to be ignored.
I'm not (currently) running the client version (which does respect the config file, at least when running single player), just the server version with nothing but MPML and BTW.
NB: When I run the client in stand-alone mode, the config options seem to work perfectly. There's some sort of interaction between the client mod and the server mod which seems a bit iffy though.. and I'd prefer to run server-mod only on the server, as the less things my users have to do, the less they can screw up
- refactoring to make mod log block addons possible (pseudo-API)
- changed the way that axes receive damage so that mod items like IC2's chainsaw will work properly
- fixed defect where creative mode would either always work or never work
- changed code for log hardness to be correct
Okay, duly noted. Although setting the hardness values on the client (if running in tandem) does seem to cause some glitchyness if they're different than the server's defaults.
I've tested other fields - none of them seem to be picked up. I'll try later on with a (non-production) vanilla server with a totally fresh install and no BTW to see if it's a BTW or legacy-related issue.
IC2 chainsaw not exploding will be good as well. Thank you for your fine work!
. I figure it's probably forge's fault though and not yours.Edit: Sorry have to take it back, just tried r02 with build 303 and
it works fine. Going to try r03 and r04 as r05 did have the problem.Edit 2: The problem exists in versions r03 and up it seems.
Edit 3: Alright even on r02 if you set it to not need an item it is fine when punching the tree, but if you use an axe then the problem is still there. This is true in r01 as well.
Edit 4: Even with the default config on all versions the problem occurs and using any axe even on player-placed logs causes the block to lag when breaking in r01/02 and even while punching in r03-r07. This is with the mod only installed on the server.
Final Edit?: I have finally solved it. Setting the LogHardnessModified to 2.0 fixed the lag issue. Honestly have no idea why, but it did.
Sorry if this has been kind of obnoxious, but I really like this mod and want to help make it better if I can.
I am currently working on it.
I will be releasing TreeCapitator addon mods to support other mod's trees on a mod-by-mod basis. You can request support for a mod's trees by entering an enhancement request. Be sure to search existing issues first to see if it's already been requested. If it hasn't, please provide the name of the mod and include a link to the mod's website, MCF thread, or github repo.
I didn't setup a separate config file for the addon, but maybe I will do that so it will add the Chainsaw (and any other items you suggest) to the list of tools by default. I don't want to add them to the main mod default config, but it would certainly make sense to have them included by default in the addon. Let me know what makes sense to add (besides the chainsaw) and I'll put out an update with the default settings included.
http://pastebin.com/YzRQyaTG
Edit: also be aware that there may be issues with the EBXL addon that could cause the leaves of surrounding trees to begin to decay when a tree is felled. Try it in a test world!
The lag is usually only an issue when you are playing on a server with TC installed.
In my testing I saw a much more severe example of the leaf decay issue... I chopped a vanilla tree in a regular forest and it seemed to cause the entire forest's leaves to decay. I will be looking into it to see if there's any way to mitigate against it. No problem... I should make it more obvious in my post.
You Sir...Are the BOMB!
Downloading and installing now.
EDIT: I got the newest version of forge, but I still get the crash that I had (and didn't speak of) with the old version. I can't copy from the error reporter thingy that I use and it doesn't crash minecraft, just logs out of the world. How exactly do you install the Add-on for EBXL?