This error is due to a recent update to Forge config code that has broken EBXL's config handling. If you downgrade Forge a few builds you should be ok.
Then it failed for me. I had the "break" animation play at normal speed, when the animation finished I stopped chopping, about a second went by, and then only the one block fell down. Never took down the tree. If it was only taking down the one block, break speed should have been the same (2.0 for things that don't take down the tree, 13.0 for things that do, and it was like I had to actively break for a time of 2.0, but the delay before breaking was 13.0.)
Sounds like you are still having the MultiMine issue. Did you add the log block IDs to your config?
I am pretty sure I did not see it in any of the posts but would it be possible to add a feature to info that would display the block name of the highlighted block...ie when you have your crosshairs pointed at a block a outline appears around the block that will be acted on. I would like to see what the public name for said block is... for example if I point to a Iron Ore Block it will say Iron Ore, A Coal block would say Coal...etc. Why do I request this. With so many mods putting out so many similar looking ores it would be nice to easily be able to Identify a block BEFORE mineing it and trying to put it in my inventory. Thanks for all your hard work.
Hi bspkrs, Quick question. How do you add tree logs in the config that use metadata. I've tried for example "3187,1|3185,1;" which had no effect. Also just tried the starting ids without the comma "3187|3185" which works only on the first id but not the subs. Ty for adding this great feature that has been requested since early mindcraft beta from all previous modders of this mod and others like it ^^.
I am pretty sure I did not see it in any of the posts but would it be possible to add a feature to info that would display the block name of the highlighted block...ie when you have your crosshairs pointed at a block a outline appears around the block that will be acted on. I would like to see what the public name for said block is... for example if I point to a Iron Ore Block it will say Iron Ore, A Coal block would say Coal...etc. Why do I request this. With so many mods putting out so many similar looking ores it would be nice to easily be able to Identify a block BEFORE mineing it and trying to put it in my inventory. Thanks for all your hard work.
Sounds like a cool feature... I'll have to look into it.
Hi bspkrs, Quick question. How do you add tree logs in the config that use metadata. I've tried for example "3187,1|3185,1;" which had no effect. Also just tried the starting ids without the comma "3187|3185" which works only on the first id but not the subs. Ty for adding this great feature that has been requested since early mindcraft beta from all previous modders of this mod and others like it ^^.
I am actually working on adding the ability to include the metadata again; the current code uses the Java class of each block to identify logs as it was safe to do this when all log block classes were basically known at compile time. Now that users can add any blocks they like the old system is somewhat flawed and will be reworked.
Weirdest thing happened when I logged into the server today. I went up to a tree in the spawn area and hit it, all of the sudden the log I hit "exploded" into logs(yet nothing happened to the tree itself!). When I hit some leaves, apples spouted out - yet the leaf stayed intact. These "issues" appeared just as I updated to the latest treecapitator, which is version 3 I believe.
I only did a quick test and from first impression only the blocks near the spawn area behaved this way. Which is a little odd because I've removed the spawn protection thing a long time ago. Well, I'm going to delete the world and let the server make a new one and see if same thing happens.
<edit> Deleted the old world and made a new one seems to have fixed the weirdness from above.
<edit> Nvm! Seems it's back now. When I hit a block it just EXPLODES into ton of logs spouting all over the place. You can't pick them up so it's a visual glitch. Client side glitch, since disconnected and reconnecting clears all the logs out of the view. I'll remove my config and see if that does anything.
<edit> Deleting the config did nothing. Not sure what to do beside downgrading to r2.
<edit> I've done quite some testing and the above issue only seems to take place in the "spawn" area or very close to it at least. Even if you have turned off that spawn protection. Elsewhere everything is fine. However updating to version 3 I noticed something else. When you hit a tree the block flickers and nothing happens until you hit it again then the tree falls down. Did not notice this back in version 2. The server is only 5 meters away from where I sit so latency is not the problem. I read somewhere about log hardiness, going to try dig that up and see if that changes anything.
Sounds like that old SMP glitchiness thing may be back to bite me in the ass again. I'll look into it.
Hi, I'm setting up a modded server, and for some reason forge refuses to load the crystal wing mod. Here's the log;
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 12/2/12 5:20 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: ModLoader.addOverride(Ljava/lang/String;Ljava/lang/String;)I
at mod_crystalWing.<clinit>(mod_crystalWing.java:21)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadBaseModClass(ModClassLoader.java:87)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:488)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:82)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:343)
at ho.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:461)
at fy.run(SourceFile:856)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Hi, I'm setting up a modded server, and for some reason forge refuses to load the crystal wing mod. Here's the log;
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 12/2/12 5:20 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: ModLoader.addOverride(Ljava/lang/String;Ljava/lang/String;)I
at mod_crystalWing.<clinit>(mod_crystalWing.java:21)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadBaseModClass(ModClassLoader.java:87)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:488)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:82)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:343)
at ho.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:461)
at fy.run(SourceFile:856)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Sounds like you are still having the MultiMine issue. Did you add the log block IDs to your config?
Ok, retesting tonight. 17 is added to the multimine exclusion.
V3:
Iron, diamond, and gold axes are marked as "chop whole tree".
Hardness is either 2 or 13.
Sneaking set to not chop whole tree: hands, wood, iron all behave properly -- faster response with tool.
Iron, diamond, and gold all finish the animation at the right time, and then sit there.
Once enough time has passed (corresponding to the 6.5 times longer break of 13), then they drop their wood block.
Repeat: With "sneak to chop whole tree", non-sneak mode, "whole tree" tools take a long time to break before dropping one block.
Go into sneak mode, to get whole tree to chop.
Wood and stone axe behave as expected (faster than hands, drop one block).
Iron has the same "animation finishes, pause, then break". Whole tree breaks.
V2: Hands, wood, and stone axe all take 2 seconds to break a block
Iron, diamond, gold are fast.
Activate whole tree mode: Same thing. Constant time for hands, wood, stone. Fast for iron and above, and tree comes down with no extra delay.
(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?
There is one problem with that. With macro mod you can get the name of targeted block but it shows "tile.GT_ore2" etc. for most mod added blocks since they do not have translation data. Their names are fine in the inventory, though, so I dunno if it's something that can be gone around. Some vanilla slabs had the same thing, I'm guessing it has to do with metadata because all leaves return "Oak Leaves".
That's just lazy programming... it's not hard to get the proper display name of a block, item, etc.
I'm not sure what the issue is, but I'll have to do some testing with an actual server running instead of just the integrated server. Can you post a pastebin link for your server log? My first guess is that there may still be something interfering, but it's hard to say. Even better would be if you can PM me a download link to a zip file with your server setup (just the coremods, mods, and config folders) and let me know what build of Forge you're using. Then I might be able to figure out what the issue is using eclipse.
warning the following is one big info blurb
alot is just copy pasted stuff.
"Please use the Forge OreDictionary (keyword "logWood") for determining what items should be considered logs."
"import net.minecraftforge.oredict.OreDictionary;"
tell bspkrs Hey, in TreeCapacitor, can you transition to using the net.minecraftforge.oredict.OreDictionary to determine whether or not a block is a log? Use the key "logWood". Thanks~
well <Riking> on #risucraft on irc.esper.net to told me to tell you that,
once i went there with a bug concerning you and the ftb launcher, (the issue is on your side of the fence for treecapitator had
nothing had been auto added in the config,)
other info
i am using the forge version of treecapitator with 1.4.5 minecraft, thuamcraft 3, extrabiomes xl and twilight forest, in the FTB modpack.
I NOW HAVE about 100+ or so block id's to ad manually with great pain (as it is possible to get 2 block ids for a single boimes xl leaf block) TO MY CONFIG FILE.
That is the first and most intellegent part of this post.
and because you provoked me and made me come out of my nice little modpack, I now have a couple of questions and suggestions for the config which i have been staring at so darn much.
also, how do you get leaves from other mods?
and oh can you please add a config option for multiblock id trees and logs/leaves. (extrabiomes xl issue)
and if you have not already put the below in then you should ----->(see below)
and a config option to break diagonal leaves/wood (issue with extrabiomesXL and treecapitator)
and a config option to break all leafy type blocks in the config , (maybe use light obstruction? / transparency?)
Hi bspkrs, Quick question. How do you add tree logs in the config that use metadata. I've tried for example "3187,1|3185,1;" which had no effect. Also just tried the starting ids without the comma "3187|3185" which works only on the first id but not the subs. Ty for adding this great feature that has been requested since early mindcraft beta from all previous modders of this mod and others like it ^^.
What mod is it that uses metadata (edit: for logs) in their config?
Help, i installed treecap on FTB's magic world and its not working! It loads up like normal, creates a config file, but when i try to chop, it does not work. I tried everything from enable in creative - true, loot drop in cretive - true, and it still does not work. It is also not working for FTB's beta modpack which is in 1.4.2
EDIT: NVM, imma idoit =.= drop in coremods and not mods -.-
I have treecap installed in the Mods folder and I do have a config file which I'll list below. Tree cap is not working. I believe I have the correct block id's in the config file but I could be wrong. I am running the FTB Magic world with a couple mods added such as Treecap.
Mods:
Rei Minimap, Buildcraft, EnderStorage, Extra Biomes, Forestry, Forge, Inv Tweaks, Iron Chest, Mettalurgy3 (all components), Mystcraft, Nei, Obsidiplaes, Omni tools, Pams (all components, Railcraft, Soulshards, Steves carts, Thaumcraft 3, Thermal Expansion and Twilight Forest.
Config file:
# Configuration file
# Generated on 12/4/12 4:13 PM
####################
# general
####################
general {
# Enable to cause item damage based on number of blocks destroyed [default: true]
B:allowItemDamage=false
# Enable to allow chopping down the entire tree even if your item does not have enough damage remaining to cover the number of blocks. [default: false]
B:allowMoreBlocksThanDamage=true
# Set to true to allow checking for mod updates, false to disable [default: true]
B:allowUpdateCheck=true
# IDs of items that can chop down trees. Use ',' to split item id from metadata and ';' to split items. [default: 271; 275; 258; 286; 279]
S:axeIDList=271; 275; 258; 286; 279
# Enabling this will make leaves be destroyed when trees are chopped. [default: true]
B:destroyLeaves=true
# Flag to disable drops in Creative mode [default: false]
B:disableCreativeDrops=false
# Flag to disable tree chopping in Creative mode [default: false]
B:disableInCreative=false
# The hardness of logs for when you are using items that can chop down trees. [range: 0.0 ~ 100.0, default: 4.0]
S:logHardnessModified=4.0
# The hardness of logs for when you are using items that won't chop down the trees. [range: 0.0 ~ 100.0, default: 2.0]
S:logHardnessNormal=2.0
# Add the ID of log blocks (and optionally leaf blocks) that you want to be able to TreeCapitate. Format is "<logID>[|<leafID>];" ([] indicates optional elements). Example: 17|18; 209; 210; 211; 212; 213; 243|242; [default: 17;]
S:logIDList=17; 209; 210; 211; 212; 213; 1303;
# The maximum horizontal distance that the log breaking algorithm will travel (use -1 for no limit). [range: -1 ~ 100, default: 10]
I:maxBreakDistance=10
# Whether you need an item from the IDList to chop down a tree. Disabling will let you chop trees with any item. [default: true]
B:needItem=true
# Setting this to false will allow the chopping to move downward as well as upward (and blocks below the one you break will be chopped) [default: true]
B:onlyDestroyUpwards=true
# IDs of items that when placed in the hotbar will allow leaves to be sheared when shearLeaves is true. Use ',' to split item id from metadata and ';' to split items. [default: 359]
S:shearIDList=359
# Enabling this will cause destroyed leaves to be sheared when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearLeaves=false
# Enabling this will shear /some/ of the vines on a tree when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearVines=false
# Set sneakAction = "disable" to disable tree chopping while sneaking, set sneakAction = "enable" to only enable tree chopping while sneaking. [default: disable]
S:sneakAction=disable
}
Even better would be if you can PM me a download link to a zip file with your server setup (just the coremods, mods, and config folders) and let me know what build of Forge you're using. Then I might be able to figure out what the issue is using eclipse.
I love Time Machine. Daily backup without having to worry. 10 MB upload now starting.
(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?
Or install the 3.5.2 beta version of EBXL.
I am actually working on adding the ability to include the metadata again; the current code uses the Java class of each block to identify logs as it was safe to do this when all log block classes were basically known at compile time. Now that users can add any blocks they like the old system is somewhat flawed and will be reworked.
Sounds like that old SMP glitchiness thing may be back to bite me in the ass again. I'll look into it.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 12/2/12 5:20 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: ModLoader.addOverride(Ljava/lang/String;Ljava/lang/String;)I
at mod_crystalWing.<clinit>(mod_crystalWing.java:21)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadBaseModClass(ModClassLoader.java:87)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:488)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:82)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:343)
at ho.c(DedicatedServer.java:49)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:461)
at fy.run(SourceFile:856)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 981672504 bytes (936 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xmx1024M -Xms1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.23 FML v4.5.2.459 Minecraft Forge 6.4.1.410 15 mods loaded, 15 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
Familiars_API [Familiars API] (Familiars_API_1.4.5a.zip) Unloaded->Constructed
mod_GuiAPI [mod_GuiAPI] (minecraft_server.jar) Unloaded->Constructed
mod_crystalWing [mod_crystalWing] ([1.4.5]CrystalWing.ML.1.4.5.r01.zip) Unloaded
FloatingRuins [FloatingRuins] ([1.4.5]FloatingRuins.Forge.1.4.5.r02.Universal.zip) Unloaded
mod_treecapitator [mod_treecapitator] ([1.4.5]Treecapitator.ML.1.4.5.r01.zip) Unloaded
Backpack [Backpack] (backpack-1.5.4-1.4.4.zip) Unloaded
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.2.3.zip) Unloaded
Familiars_DefaultMobPack [DefaultMobPack] (Familiars_DefaultMobPack_1.4.5b.zip) Unloaded
Familiars_ExtendedFamPack [ExtendedFamPack] (Familiars_ExtendedFamPack_1.4.5a.zip) Unloaded
mod_SpawnerGUI [mod_SpawnerGUI] (Spawner GUI.zip) Unloaded
Thaumcraft [Thaumcraft] (Thaumcraft3.0.0c.zip) Unloaded
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'forge,fml'
Type: Dedicated Server (map_server.txt)
I'm at a loss. Any help would be greatly appreciated, thank you!
Ok, retesting tonight. 17 is added to the multimine exclusion.
V3:
Iron, diamond, and gold axes are marked as "chop whole tree".
Hardness is either 2 or 13.
Sneaking set to not chop whole tree: hands, wood, iron all behave properly -- faster response with tool.
Iron, diamond, and gold all finish the animation at the right time, and then sit there.
Once enough time has passed (corresponding to the 6.5 times longer break of 13), then they drop their wood block.
Repeat: With "sneak to chop whole tree", non-sneak mode, "whole tree" tools take a long time to break before dropping one block.
Go into sneak mode, to get whole tree to chop.
Wood and stone axe behave as expected (faster than hands, drop one block).
Iron has the same "animation finishes, pause, then break". Whole tree breaks.
V2: Hands, wood, and stone axe all take 2 seconds to break a block
Iron, diamond, gold are fast.
Activate whole tree mode: Same thing. Constant time for hands, wood, stone. Fast for iron and above, and tree comes down with no extra delay.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
Assuming you are talking about TreeCapitator for Forge, make sure the jar file is in your coremods folder and not mods.
I'm not sure what the issue is, but I'll have to do some testing with an actual server running instead of just the integrated server. Can you post a pastebin link for your server log? My first guess is that there may still be something interfering, but it's hard to say. Even better would be if you can PM me a download link to a zip file with your server setup (just the coremods, mods, and config folders) and let me know what build of Forge you're using. Then I might be able to figure out what the issue is using eclipse.
alot is just copy pasted stuff.
"Please use the Forge OreDictionary (keyword "logWood") for determining what items should be considered logs."
"import net.minecraftforge.oredict.OreDictionary;"
tell bspkrs Hey, in TreeCapacitor, can you transition to using the net.minecraftforge.oredict.OreDictionary to determine whether or not a block is a log? Use the key "logWood". Thanks~
well <Riking> on #risucraft on irc.esper.net to told me to tell you that,
once i went there with a bug concerning you and the ftb launcher, (the issue is on your side of the fence for treecapitator had
nothing had been auto added in the config,)
other info
i am using the forge version of treecapitator with 1.4.5 minecraft, thuamcraft 3, extrabiomes xl and twilight forest, in the FTB modpack.
I NOW HAVE about 100+ or so block id's to ad manually with great pain (as it is possible to get 2 block ids for a single boimes xl leaf block) TO MY CONFIG FILE.
That is the first and most intellegent part of this post.
and because you provoked me and made me come out of my nice little modpack, I now have a couple of questions and suggestions for the config which i have been staring at so darn much.
also, how do you get leaves from other mods?
and oh can you please add a config option for multiblock id trees and logs/leaves. (extrabiomes xl issue)
and if you have not already put the below in then you should ----->(see below)
and a config option to break diagonal leaves/wood (issue with extrabiomesXL and treecapitator)
and a config option to break all leafy type blocks in the config , (maybe use light obstruction? / transparency?)
thank you for your time
EDIT: NVM, imma idoit =.= drop in coremods and not mods -.-
Here's what i have.
Mods
what if i dont know how to track down ids ?
Mods:
Rei Minimap, Buildcraft, EnderStorage, Extra Biomes, Forestry, Forge, Inv Tweaks, Iron Chest, Mettalurgy3 (all components), Mystcraft, Nei, Obsidiplaes, Omni tools, Pams (all components, Railcraft, Soulshards, Steves carts, Thaumcraft 3, Thermal Expansion and Twilight Forest.
Config file:
# Configuration file
# Generated on 12/4/12 4:13 PM
####################
# general
####################
general {
# Enable to cause item damage based on number of blocks destroyed [default: true]
B:allowItemDamage=false
# Enable to allow chopping down the entire tree even if your item does not have enough damage remaining to cover the number of blocks. [default: false]
B:allowMoreBlocksThanDamage=true
# Set to true to allow checking for mod updates, false to disable [default: true]
B:allowUpdateCheck=true
# IDs of items that can chop down trees. Use ',' to split item id from metadata and ';' to split items. [default: 271; 275; 258; 286; 279]
S:axeIDList=271; 275; 258; 286; 279
# Enabling this will make leaves be destroyed when trees are chopped. [default: true]
B:destroyLeaves=true
# Flag to disable drops in Creative mode [default: false]
B:disableCreativeDrops=false
# Flag to disable tree chopping in Creative mode [default: false]
B:disableInCreative=false
# The hardness of logs for when you are using items that can chop down trees. [range: 0.0 ~ 100.0, default: 4.0]
S:logHardnessModified=4.0
# The hardness of logs for when you are using items that won't chop down the trees. [range: 0.0 ~ 100.0, default: 2.0]
S:logHardnessNormal=2.0
# Add the ID of log blocks (and optionally leaf blocks) that you want to be able to TreeCapitate. Format is "<logID>[|<leafID>];" ([] indicates optional elements). Example: 17|18; 209; 210; 211; 212; 213; 243|242; [default: 17;]
S:logIDList=17; 209; 210; 211; 212; 213; 1303;
# The maximum horizontal distance that the log breaking algorithm will travel (use -1 for no limit). [range: -1 ~ 100, default: 10]
I:maxBreakDistance=10
# Whether you need an item from the IDList to chop down a tree. Disabling will let you chop trees with any item. [default: true]
B:needItem=true
# Setting this to false will allow the chopping to move downward as well as upward (and blocks below the one you break will be chopped) [default: true]
B:onlyDestroyUpwards=true
# IDs of items that when placed in the hotbar will allow leaves to be sheared when shearLeaves is true. Use ',' to split item id from metadata and ';' to split items. [default: 359]
S:shearIDList=359
# Enabling this will cause destroyed leaves to be sheared when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearLeaves=false
# Enabling this will shear /some/ of the vines on a tree when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearVines=false
# Set sneakAction = "disable" to disable tree chopping while sneaking, set sneakAction = "enable" to only enable tree chopping while sneaking. [default: disable]
S:sneakAction=disable
}
I love Time Machine. Daily backup without having to worry. 10 MB upload now starting.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?