Please go back and read the beginning of the OP where I talk about how to submit a proper defect report. Otherwise I really have no way to help you figure out what's happening.
Hello Bspkrs, My Gamer name is StumbleCakez I really wanted to ask this question!
~Question~
Okay Does Your mod TreeCapitator Compatible with CraftBukkit Server! This Is my question! I'm asking because I want to Break wood easily on my jungle biome so i can have flatland on my Server!
Please, someone help me there, I got latest edition of TreeCapitator and now I can chop any modded tree really fun to do, but I would really appreciate if there was a easy way to exclude a tree from the list, especially the sequoia from Natura, you know thoses huge trees, I like to build in them and now because of TreeCapitator, even if I enabled the need to be in sneak to treecapitate (which works #1 as intended, no damage to report here) sometimes it seems the axe has a lot of troubles to chop some of the wood from a tree that is detected as a tree, you know how huge theses trees are right, imagine having to hold down the left click for more than 1 minute to chop one single piece of this tree. I like the fact that now the chopping takes a lot longer, makes it more realistic there, no complain, only I need to disable a tree and not the whole mod part of Natura if possible.
Kuddos for your work, you're on my list of favorite mods since a lot of time.
Is there any plans to make the startinventory mod forge server compatible? :/ I need something like that for my upcoming, modded heavy pvp server :/
You can use Essentials kit plugin, its included in the Essentials suite, just specify which kit to give to new players and voilà, everything should work #1.
Please, someone help me there, I got latest edition of TreeCapitator and now I can chop any modded tree really fun to do, but I would really appreciate if there was a easy way to exclude a tree from the list, especially the sequoia from Natura, you know thoses huge trees, I like to build in them and now because of TreeCapitator, even if I enabled the need to be in sneak to treecapitate (which works #1 as intended, no damage to report here) sometimes it seems the axe has a lot of troubles to chop some of the wood from a tree that is detected as a tree, you know how huge theses trees are right, imagine having to hold down the left click for more than 1 minute to chop one single piece of this tree. I like the fact that now the chopping takes a lot longer, makes it more realistic there, no complain, only I need to disable a tree and not the whole mod part of Natura if possible.
Kuddos for your work, you're on my list of favorite mods since a lot of time.
Just remove the tree from your config and make sure that overridesIMC=true.
Eh, I don't need any credits in your info file. I'm just glad we figured it out. I'm honestly not sure why I haven't done an official release for the latest code... it's probably mostly ready, but I haven't had time to do a lot of testing so I've erred on the side of caution (which is good since people ARE still reporting valid defects).
Don't be so moddest. You deserve the credit. I am more than happy to do so, especially since now I can make all of my mods (plus future mods) compatible with yours. This has always been the most useful mod I have ever used, so having my mods work with it is an awesome feeling. And no need to rush on your mod. You keep putting out dev releases, so you are at least keeping up with it.
I found 2 bugs... (not sure if they've been reported)
With certain axes (Tinker Construct) you can:
1. Break an entire tree regardless of how large it is by simply breaking the dirt below the tree. When you break the dirt below with the axe, the whole tree falls. (I've fixed it myself with Skript, but this is only a workaround and only for my server).
2. If you climb to the very top of a tree and break the very top tree block (from the top, didn't try from the sides), the whole tree falls. The block breaks at the normal rate.
_______________________________________________________________________________
"As for the specific suggestions, I'm not really a fan of suggestions in general. Usually indicating there is a problem is enough, and then I take things from there." - FlowerChild
I found 2 bugs... (not sure if they've been reported)
With certain axes (Tinker Construct) you can:
1. Break an entire tree regardless of how large it is by simply breaking the dirt below the tree. When you break the dirt below with the axe, the whole tree falls. (I've fixed it myself with Skript, but this is only a workaround and only for my server).
2. If you climb to the very top of a tree and break the very top tree block (from the top, didn't try from the sides), the whole tree falls. The block breaks at the normal rate.
1. Break an entire tree regardless of how large it is by simply breaking the dirt below the tree. When you break the dirt below with the axe, the whole tree falls. (I've fixed it myself with Skript, but this is only a workaround and only for my server).
This may actually be a Tinker's Construct issue. I'm told that the Lumber axe has native tree-chopping ability. In the TreeCapitator code if the block you break is not a configured log, the logic bails out.
Ah... ok, makes sense. I should had caught that then, sorry 'bout that.
I think I've added all blocks to the TC config, including the one that I tested it on, but because i'm at work currently, I cant be sure. I'll check it out a bit later.
I'll be a bit more thorough and find out exactly what axe, where, and how the trees are falling.
_______________________________________________________________________________
"As for the specific suggestions, I'm not really a fan of suggestions in general. Usually indicating there is a problem is enough, and then I take things from there." - FlowerChild
Ah... ok, makes sense. I should had caught that then, sorry 'bout that.
I think I've added all blocks to the TC config, including the one that I tested it on, but because i'm at work currently, I cant be sure. I'll check it out a bit later.
I'll be a bit more thorough and find out exactly what axe, where, and how the trees are falling.
Set allowDebugLogging=true in TreeCapitator.cfg so we'll have an idea of what TreeCapitator is actually doing.
Just remove the tree from your config and make sure that overridesIMC=true.
Would love to know which one it is exactly and how to do this, just found out you can have multiple of theses huge awesome trees next to each other and that's awesome for future projects.
At same time, it would be cool if the treecapitator could still react to a specific tool on it and not others, or perhaps only when the tool as the treecapitator enchant on it, cause even if you have a lot of wood on one of theses trees (many people would say enough for a lifetime here, which for some it could be, but not for me...), some projects require more of it and I've settled up a work zone where I chop down some of them with treecapitator (the diamnond axes tools are going like crazy on them and server sometimes doesn't love it (talk about a massive load of drops on the ground here) but that's another story...
Would love to know which one it is exactly and how to do this, just found out you can have multiple of theses huge awesome trees next to each other and that's awesome for future projects.
At same time, it would be cool if the treecapitator could still react to a specific tool on it and not others, or perhaps only when the tool as the treecapitator enchant on it, cause even if you have a lot of wood on one of theses trees (many people would say enough for a lifetime here, which for some it could be, but not for me...), some projects require more of it and I've settled up a work zone where I chop down some of them with treecapitator (the diamnond axes tools are going like crazy on them and server sometimes doesn't love it (talk about a massive load of drops on the ground here) but that's another story...
Change enableEnchantmentMode=true and then you'll only be able to chop trees with axes that have the enchantment. You could also consider removing some of the axes from your config file.
Is there any way to completely get rid of the Treecapitating enchantment? Even though I have both B:enableEnchantmentMode=false and B:requireItemInAxeListForEnchant=true in my config, any tool I enchant has a chance to get it, be it vanilla or not. There doesn't seem to be any enchant ID conflict, either.
Running both latest Forge and dev versions of Treecap.
I hate warnings in my server log, so just wondering if something is wrong or what's that.
Yes... this is the update check timing out (the timeout is set low to avoid making the game startup take too long). I will probably make it a config option in bspkrsCore at some point if people want to set the timeout to be longer.
Is there any way to completely get rid of the Treecapitating enchantment? Even though I have both B:enableEnchantmentMode=false and B:requireItemInAxeListForEnchant=true in my config, any tool I enchant has a chance to get it, be it vanilla or not. There doesn't seem to be any enchant ID conflict, either.
Running both latest Forge and dev versions of Treecap.
I'm looking into this... the enchantment code doesn't seem to work the way the code makes it sound like it will work, so I'll figure something out.
I am not sure why, but magic logs, pine logs, etc., from Plenty O' Biomes do not work. I've put the Treecapitator into coremods and the bkcore in mods. Any suggestions? I have the latest config file, too. I am using version 1.5.2.r12 of the mod.
I added pine logs manually, but magic logs were already there. This is very confusing! It still does not work.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; ModLoader has failed to initialize.
A full error report has been saved to C:\Users\Kodehawa\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-22_23.58.05-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 684c1e8e --------
Full report at:
C:\Users\Kodehawa\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-22_23.58.05-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 22-06-13 11:58 PM
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 442041264 bytes (421 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ModLoader, EntityRendererProxy, BaseMod, ...[bspkrs.crystalwing.CrystalWing, ItemCrystalWing, ItemCrystalWingBurning, ...], [bspkrs.treecapitator.TreeCapitator, BlockTree, TCLog], [bspkrs.util.ModVersionChecker, BSProp, BSPropRegistry, ...], [reifnsk.minimap.ReiMinimap, GuiScreenInterface, GuiOptionScreen, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 6
ModLoader 1.5.2
bspkrsCore v2.08(1.5.2)
TreeCapitator ML 1.5.2.r01
CrystalWing ML 1.5.2.r01
mod_TooManyItems 1.5.2 2013-04-25
mod_ReiMinimap v3.3_06 [1.5.2]
java.lang.IllegalAccessError: tried to access method wk.e(I)Lwk; from class bspkrs.crystalwing.CrystalWing
at bspkrs.crystalwing.CrystalWing.<init>(CrystalWing.java:49)
at mod_CrystalWing.load(mod_CrystalWing.java:59)
at ModLoader.init(ModLoader.java:742)
at ModLoader.addAllRenderers(ModLoader.java:205)
at bgy.<init>(RenderManager.java:97)
at bgy.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:325)
at avv.a(MinecraftAppletImpl.java:41)
at net.minecraft.client.Minecraft.run(Minecraft.java:634)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4ee56c58 ----------
TreeCapitator work fine.
*All other mods work fine.
I have both in the right place.
Hello Bspkrs, My Gamer name is StumbleCakez I really wanted to ask this question!
~Question~
Okay Does Your mod TreeCapitator Compatible with CraftBukkit Server! This Is my question! I'm asking because I want to Break wood easily on my jungle biome so i can have flatland on my Server!
Please reply!
Thank You
From,
StumbleCakez aka (HyperBORGH)
Kuddos for your work, you're on my list of favorite mods since a lot of time.
You can use Essentials kit plugin, its included in the Essentials suite, just specify which kit to give to new players and voilà, everything should work #1.
Don't be so moddest. You deserve the credit. I am more than happy to do so, especially since now I can make all of my mods (plus future mods) compatible with yours. This has always been the most useful mod I have ever used, so having my mods work with it is an awesome feeling. And no need to rush on your mod. You keep putting out dev releases, so you are at least keeping up with it.
Thanks again man!
With certain axes (Tinker Construct) you can:
1. Break an entire tree regardless of how large it is by simply breaking the dirt below the tree. When you break the dirt below with the axe, the whole tree falls. (I've fixed it myself with Skript, but this is only a workaround and only for my server).
2. If you climb to the very top of a tree and break the very top tree block (from the top, didn't try from the sides), the whole tree falls. The block breaks at the normal rate.
needItem = true
sneakAction = none
treeHeightDecidesBreakSpeed = true
useIncreasingItemDamage = true
onlyDestroyUpwards = false
_______________________________________________________________________________
"As for the specific suggestions, I'm not really a fan of suggestions in general. Usually indicating there is a problem is enough, and then I take things from there." - FlowerChild
http://www.sakkiswonderland.com
Edit: On second thought, I'll treat that second one as a defect and fix it.
I think I've added all blocks to the TC config, including the one that I tested it on, but because i'm at work currently, I cant be sure. I'll check it out a bit later.
I'll be a bit more thorough and find out exactly what axe, where, and how the trees are falling.
_______________________________________________________________________________
"As for the specific suggestions, I'm not really a fan of suggestions in general. Usually indicating there is a problem is enough, and then I take things from there." - FlowerChild
http://www.sakkiswonderland.com
Would love to know which one it is exactly and how to do this, just found out you can have multiple of theses huge awesome trees next to each other and that's awesome for future projects.
At same time, it would be cool if the treecapitator could still react to a specific tool on it and not others, or perhaps only when the tool as the treecapitator enchant on it, cause even if you have a lot of wood on one of theses trees (many people would say enough for a lifetime here, which for some it could be, but not for me...), some projects require more of it and I've settled up a work zone where I chop down some of them with treecapitator (the diamnond axes tools are going like crazy on them and server sometimes doesn't love it (talk about a massive load of drops on the ground here) but that's another story...
Running both latest Forge and dev versions of Treecap.
I'm looking into this... the enchantment code doesn't seem to work the way the code makes it sound like it will work, so I'll figure something out.
I added pine logs manually, but magic logs were already there. This is very confusing! It still does not work.
Any help would be greatly appreciated!
Thanks.
So, shall you seek the Echoes? Click here and see if you have what it takes, or if you are even interested.
"Belief is the death of intelligence." -Robert Anton Wilson
Cristal Wing + Cheat Pack 2 = Crash.
TreeCapitator work fine.
*All other mods work fine.
Woah woah!