I am currently trying to use Floating Ruins with Biomes o Plenty for 1.5.2 and I am noticing that no floating islands are appearing. I have changed the rarity at which they spawn to 100, instead of the default 800 and still get nothing but when I remove or use the default setting of vanilla biomes. The floating islands appear everywhere. Is there a fix for this issue? Did anybody come across this issue?
Hey bspkrs, I have issues with IngameInfo while using WDL, and other profile with Minicraft Mod. It doesn't even show.
I have a profile with WDL, ingameinfo isn't shown. without IGI, it works.
And I have a profile for a custom server, Minicraft Quest Mod, it doesn't work (nothing shown, like FPS, entities...), without it it works.
Please fix it :x It works fine without them and It worked in 1.5.2 without problems. (Quest mod, and the other with WDL) they was fine in 1.5.2. In 1.6.2 it doesn't even work :c
Rollback Post to RevisionRollBack
MagicLauncher is the best launcher I ever used! Hoping the developer would update for 1.13.x and 1.14.x
How do i add SimpleOres Axes to work with Treecapitator?
I've managed to get SimpleOres axes and shears to work with TreeCapitator using the config method! The spaces in the names and config path were tripping me up, but I figured it out eventually.
This is a config snippet you can add to your TreeCapitator config:
I am currently trying to use Floating Ruins with Biomes o Plenty for 1.5.2 and I am noticing that no floating islands are appearing. I have changed the rarity at which they spawn to 100, instead of the default 800 and still get nothing but when I remove or use the default setting of vanilla biomes. The floating islands appear everywhere. Is there a fix for this issue? Did anybody come across this issue?
Are you using the custom generator provided by Biomes O' Plenty or are you using the Default generator with BoP's "add to vanilla generation" config option? I'm only guessing, but the BoP custom generator might not trigger Floating Ruins' generation code.
I'm having some trouble.... I just installed the TreeCapitator and I made myself a wooden axe. I go to chop a tree down and it takes FOREVER to chop it down... once it finishes the animation the whole tree falls down but it takes SOOOO long to chop it down. I also spawned in a diamond axe and it still takes the same amount of time..... I can punch the tree and it'll go faster. What do I do?? D:
I have a quick question, how do I add other mods axes to be used with TreeCapitator? Some mods that are out that have their own axes seems not to work at all with it. Thank you in advanced.
I would just like to say that I have gotten the Modloader version of TreeCapitator to work with MagicLauncher 1.1.7 and the latest Forge for minecraft 1.6.2. And also, the mod is the best mod I have seen for the functionality of cutting down the entire tree. Keep up the good work.
Why is it that when I installed this mod, logs are still chopped down like they are supposed to when mined by an axe, however, the wood takes the properties of stone, meaning, it takes shorter to mine with a pickaxe... help?
How do I enable this on my server? I have it installed as a part of my hexxit server, but It doesn't seem to function in-game. I went through the config a million times and found nothing of the sort. Help Please?
Why is it that when I installed this mod, logs are still chopped down like they are supposed to when mined by an axe, however, the wood takes the properties of stone, meaning, it takes shorter to mine with a pickaxe... help?
I'm using TreeCapitator on my server, but i have it set based to work only with certain axes. yet the enchantment is still available, is there a way to disable the enchantment option so that it does show up as a possible enchantment?
When using Block Breaker, redstone ore doesnt work and I am using Applied Energistics, and when I break Certus quartz ore I am supposed to get Certus Quartz and Certus Quartz Dust but I only get the Quartz.
Having a problem with Biomes O' Plenty redwood trees.
I am using Windows 7 Ultimate SP1 x64 and Java 7u25 while playing MC 1.6.2 with Forge 819, [1.6.2]bspkrsCorev3.03, [1.6.2]TreeCapitator.Forge.1.6.2.r02.Uni.CoreMod, TConstruct_1.6.2_1.4.dev.26, and Biomes-O-Plenty-0.6.0-1.6.2.
I crafted a steel lumber axe with Tinkers' Construct. I chopped a Biomes O' Plenty redwood tree (it is indeed a redwood tree generated by the BOP mod) with the steel lumber axe. Many logs popped out in a 3x3 area (which I believe is a mechanic of the lumber axe), but the rest of the tree did not break. I am able to take down those redwood trees TreeCapitator-style with vanilla diamond axes. Also, that steel lumber axe works fine when TreeCapitating vanilla oak trees.
I took a look at the TreeCapitator.cfg entries. It looks like Biomes O' Plenty changed their config scheme and location since the entries were made to TreeCapitator's config. I took a wild guess and changed the entry to read - "S:configPath=biomesoplenty/ids.cfg", but that didn't work to take down BOP's redwood tree.
Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.
I have a profile with WDL, ingameinfo isn't shown. without IGI, it works.
And I have a profile for a custom server, Minicraft Quest Mod, it doesn't work (nothing shown, like FPS, entities...), without it it works.
Please fix it :x It works fine without them and It worked in 1.5.2 without problems. (Quest mod, and the other with WDL) they was fine in 1.5.2. In 1.6.2 it doesn't even work :c
I've managed to get SimpleOres axes and shears to work with TreeCapitator using the config method! The spaces in the names and config path were tripping me up, but I figured it out eventually.
This is a config snippet you can add to your TreeCapitator config:
Are you using the custom generator provided by Biomes O' Plenty or are you using the Default generator with BoP's "add to vanilla generation" config option? I'm only guessing, but the BoP custom generator might not trigger Floating Ruins' generation code.
You need to delete the Config file, you misconfigured something improperly.
Re-run minecraft, and it should work just fine.
How did you get it to work on your server?
I am using Windows 7 Ultimate SP1 x64 and Java 7u25 while playing MC 1.6.2 with Forge 819, [1.6.2]bspkrsCorev3.03, [1.6.2]TreeCapitator.Forge.1.6.2.r02.Uni.CoreMod, TConstruct_1.6.2_1.4.dev.26, and Biomes-O-Plenty-0.6.0-1.6.2.
I crafted a steel lumber axe with Tinkers' Construct. I chopped a Biomes O' Plenty redwood tree (it is indeed a redwood tree generated by the BOP mod) with the steel lumber axe. Many logs popped out in a 3x3 area (which I believe is a mechanic of the lumber axe), but the rest of the tree did not break. I am able to take down those redwood trees TreeCapitator-style with vanilla diamond axes. Also, that steel lumber axe works fine when TreeCapitating vanilla oak trees.
I took a look at the TreeCapitator.cfg entries. It looks like Biomes O' Plenty changed their config scheme and location since the entries were made to TreeCapitator's config. I took a wild guess and changed the entry to read - "S:configPath=biomesoplenty/ids.cfg", but that didn't work to take down BOP's redwood tree.
Help?
TreeCapitator:
To get Highlands trees (with VanillaBlocks turned off) to work with TreeCapitator, you have to paste this set of lines into the TreeCapitator config right after the vanilla tree definitions and before the "appliedenergistics" section. http://pastebin.com/rDTYNqCb
http://www.minecraftforum.net/topic/1602064-162-forge-highlands-biomes-trees-and-more-v211/