It is more complicated than that... basically the way TreeCapitator works now is by replacing the code for the existing BlockLog class. So it currently only works for vanilla trees. Any other blocks that you would want it to work on will have to be coded on a block by block basis. The only alternative to that is using ConnectedDestruction, but due to a nasty bug I haven't released it for 1.3.2 yet. It will probably be released as a Forge only mod sometime soon.
Edit: Also, ConnectedDestruction is incompatible with several mods such as TooManyItems and CJB's Cheat mods, so it may not meet everyone's needs in that regard.
Thanks for the info. That is quite a bit of coding to fell every mod's trees. One could NEVER keep up the way new mods pop up. I'm ever so glad you made it for the vanilla trees! : )
Like the new update to treecapitator, got my wish of getting vines from vine-covered trees as long as I have the shears in the toolbar, very cool!
Oh, I'm very jealous here. I am waiting for the forge Universal one for mp and sp. That is beyond a minecraft dream to be able to collect blocks of leaves, and VINES!!! My favorite ladder. : ) GREAT JOB bspkrs! Yipeee!!! (And green salad for DAYS! Thanks to a food mod...I love salad...*laughter*)
Nice update to treecapitator~ Though I can't get it to shear the vines off the trees... I've set it to shear both leaves and vines, but it only shears the leaves when I have the shears in my hotbar...
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i was trying to get this to work on a vanilla server and ive put it in the mods folder and also put it right into the jar and it dose not seem to be working but i got it to work in ssp which is amazing great for getting them huge jungle trees, but i cant seem to get it to load on the server anyideas and yes im useing the Treecapitator 1.3.2.e MLMP version
i was trying to get this to work on a vanilla server and ive put it in the mods folder and also put it right into the jar and it dose not seem to be working but i got it to work in ssp which is amazing great for getting them huge jungle trees, but i cant seem to get it to load on the server anyideas and yes im useing the Treecapitator 1.3.2.e MLMP version
I'm not sure what to tell you... I just confirmed that it is working correctly on my local test server. Start over with a fresh server jar, install the server version of ModLoaderMP, and stick the TreeCapitator MLMP server zip in the mods folder. Check your server.log file and make sure that the mod is actually getting loaded. It should contain a few lines similar to the following:
2012-09-06 23:29:57 [INFO] ModLoaderMP 1.3.2v1 Initializing...
2012-09-06 23:30:00 [INFO] Mod Initialized: mod_floatingRuins 1.3.2.g MLMP by bspkrs
2012-09-06 23:30:00 [INFO] Mod Initialized: mod_treecapitator 1.3.2.e MLMP updated by bspkrs
2012-09-06 23:30:04 [INFO] ModLoaderMP 1.3.2v1 Initialized
2012-09-06 23:30:05 [INFO] Preparing start region for level 0
2012-09-06 23:30:06 [INFO] Preparing spawn area: 3%
2012-09-06 23:30:07 [INFO] Preparing spawn area: 8%
Nice update to treecapitator~ Though I can't get it to shear the vines off the trees... I've set it to shear both leaves and vines, but it only shears the leaves when I have the shears in my hotbar...
The current logic will only shear some of the vines... this is due to the fact that vines are destroyed when the block they are attached to is broken. I may tweak it at some point to get more of the vines if it isn't too much effort, but it probably still won't get every vine and honestly I'm probably not going to spend a lot of time on it.
I'm not sure what to tell you... I just confirmed that it is working correctly on my local test server. Start over with a fresh server jar, install the server version of ModLoaderMP, and stick the TreeCapitator MLMP server zip in the mods folder. Check your server.log file and make sure that the mod is actually getting loaded. It should contain a few lines similar to the following:
2012-09-06 23:29:57 [INFO] ModLoaderMP 1.3.2v1 Initializing...
2012-09-06 23:30:00 [INFO] Mod Initialized: mod_floatingRuins 1.3.2.g MLMP by bspkrs
2012-09-06 23:30:00 [INFO] Mod Initialized: mod_treecapitator 1.3.2.e MLMP updated by bspkrs
2012-09-06 23:30:04 [INFO] ModLoaderMP 1.3.2v1 Initialized
2012-09-06 23:30:05 [INFO] Preparing start region for level 0
2012-09-06 23:30:06 [INFO] Preparing spawn area: 3%
2012-09-06 23:30:07 [INFO] Preparing spawn area: 8%
Thanks for the tip and it worked but once i added forge to the server mlmp wont load but it all loads fine on the client and am able to use in ssp
java.lang.StringIndexOutOfBoundsException: String index out of range: -2
at java.lang.String.substring(String.java:1937)
at mod_ingameInfo.replaceTags(mod_ingameInfo.java:222)
at mod_ingameInfo.replaceAllTags(mod_ingameInfo.java:204)
at mod_ingameInfo.onTickInGame(mod_ingameInfo.java:88)
at ModLoader.onTick(ModLoader.java:1200)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Thread.java:662)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Linux (amd64) version 3.0.0-12-generic
- Java Version: 1.6.0_26, Sun Microsystems Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
- Memory: 403644264 bytes (384 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xmx1024M -Xms512M
- ModLoader: Mods loaded: 5
ModLoader 1.3.2
mod_DirectionHUD v1.4 (1.3.2)
mod_ingameInfo 1.3.2.k modified by bspkrs
mod_StatusEffectHUD v1.4 (1.3.2)
mod_ReiMinimap v3.2_05 [1.3.2]
Btw, I figured that the thundering might actually work right but it will actually be thunder only when it is also raining. So that's why I tried to nest them, when they are both true it is a thunderstorm. This is probably how it's done in the code and the thundering tag shows when it could be thunder if it also rained. With this info you can fix the thundering to be true only when it is also raining so you don't have to do that nesting but the nesting bug should also be fixed.
I actually figured out a workaround without nesting:
&9<thundering[&b/]><raining[/&f]>
So it will color white when it's clear, blue when raining and cyan when thundering.
Well you see, from what I remember the code simply finds the opening character and after that it tries to find the next closing one. So if you try to use "<tag1<tag2>>", it'll read the closing character of 'tag2' as if it was from 'tag1', then when it reads 'tag2 it'll find nothing to close it since it is limited to read only what's inside tag1 (which is "<tag2").
A way to solve this would be to count how many opening chars there are before finding a closing one, and then skipping the closing ones by the same amount, that would lead the first start to its matching end. Look:
Tags to analyze: <main[<nest1[<nest2>/]>/>
Closings to skip:<00000111111122222211100>
Sorry if it's too confusing, I don't know how to put it in a better way.
Well you see, from what I remember the code simply finds the opening character and after that it tries to find the next closing one. So if you try to use "<tag1<tag2>>", it'll read the closing character of 'tag2' as if it was from 'tag1', then when it reads 'tag2 it'll find nothing to close it since it is limited to read only what's inside tag1 (which is "<tag2").
A way to solve this would be to count how many opening chars there are before finding a closing one, and then skipping the closing ones by the same amount, that would lead the first start to its matching end. Look:
Tags to analyze: <main[<nest1[<nest2>/]>/>
Closings to skip:<00000111111122222211100>
Sorry if it's too confusing, I don't know how to put it in a better way.
Whoa, back from the grave?
Also, yeah... I need to revisit the tags code to better handle nesting and add more utility functions. I remember having to code an open/close bracket parser in one of my comp sci classes... I don't miss C++ at all!
Nice! I do have a note on the OP that if people like your mods they should donate to you.
What have you been up to? Doing any game coding?
Not so much, just spending my time playing games and watching things. Sometimes I open up eclipse and try to come up with a game or something but with no goal in mind I just end up with a pile of messy code that ends up being deleted. :/
Not so much, just spending my time playing games and watching things. Sometimes I open up eclipse and try to come up with a game or something but with no goal in mind I just end up with a pile of messy code that ends up being deleted. :/
Well, it's cool to hear from you. I hope things are going well otherwise... I've been putting a lot of time and thought into your babies! They have evolved quite a bit in some cases (TreeCapitator has a lot of new features, lots of new tags for IngameInfo, ConnectedDestruction is about to be a Forge-only mod most likely); not so much in others (CrystalWing has barely changed at all and FloatingRuins is mostly the same aside from some additional options). I've also released several original mods that you really deserve some credit for... if you hadn't let me take over your code I probably wouldn't be modding at all now.
I need to go pass out now, but I tend to hang out on #risucraft if you ever feel like chatting about modding or whatever. See you around!
Thanks for the info. That is quite a bit of coding to fell every mod's trees. One could NEVER keep up the way new mods pop up. I'm ever so glad you made it for the vanilla trees! : )
Oh, I'm very jealous here. I am waiting for the forge Universal one for mp and sp. That is beyond a minecraft dream to be able to collect blocks of leaves, and VINES!!! My favorite ladder. : ) GREAT JOB bspkrs! Yipeee!!! (And green salad for DAYS! Thanks to a food mod...I love salad...*laughter*)
Leafids:(so you can enter the ids of leaves from mods
Logids:(so you can enter the ids of trees/logs from mods
Well you see, from what I remember the code simply finds the opening character and after that it tries to find the next closing one. So if you try to use "<tag1<tag2>>", it'll read the closing character of 'tag2' as if it was from 'tag1', then when it reads 'tag2 it'll find nothing to close it since it is limited to read only what's inside tag1 (which is "<tag2").
A way to solve this would be to count how many opening chars there are before finding a closing one, and then skipping the closing ones by the same amount, that would lead the first start to its matching end. Look:
Sorry if it's too confusing, I don't know how to put it in a better way.
Also, yeah... I need to revisit the tags code to better handle nesting and add more utility functions. I remember having to code an open/close bracket parser in one of my comp sci classes... I don't miss C++ at all!
Well I did say I'd check the thread often
I also got a paypal donation e-mail today with my mods as a reference so that reminded me of here.
What have you been up to? Doing any game coding?
Not so much, just spending my time playing games and watching things. Sometimes I open up eclipse and try to come up with a game or something but with no goal in mind I just end up with a pile of messy code that ends up being deleted. :/
I need to go pass out now, but I tend to hang out on #risucraft if you ever feel like chatting about modding or whatever. See you around!
EDIT: Actually adf.ly itself is down. Just a heads up for everybody.