The latest version of Treecapitator isn't working for me with the latest version of Minecraft. It loads up fine and I get a message in game saying it's enabled- but the tree destruction is the same as vanilla Minecraft. Any ideas?
Edit
Just learned the difference between mods & CORE mods. It seems to be working now.
I was playing on my server with my friend recently when I realised that the DivineRPG items (Specifically the Rupee Shickaxe) did not work with Treecapitator. I know that's a config thing but have no clue how to edit the config files of either mod. I would like a config file pre-configured for DivineRPG if someone has one, but any help would be appreciated. Thanks ahead of time.
Mods in the server - Just in case it becomes relevant.
Question. I put Treecapitator into the Direwolf20 Modpack. Fixed the axe ID's then tried to chop down a tree. No matter which type of tree I go after with a normal Vanilla axe it doesn't come down as it should. I've updated the config file to the one posted a few posts ago so I'm wondering just what else do I have to fix.
Try maintaining 12 mods in your spare time, then come back and tell me how many of them you want to provide for free with no ad support. I can wait.
Well said! we'll be waiting too, that will be entertaining.
Rollback Post to RevisionRollBack
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
Well said! we'll be waiting too, that will be entertaining.
I mean really, someone can't wait 5 seconds? I make it a practice to re-download mods I use from adfly links every couple weeks even if I don't need to, just to give the mod author a few more ad views. The selfishness and sense of entitlement in some people boggles...
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
bspkrs, if you don't plan on updating ConnectedDestruction, can I ask someone else to? If you say yes, they would need the source/
I just made the existing source available on github. It's not in a working state, but all the important code is there. I posted it because I am planning to rewrite it to work out a lot of the flaws the old releases had and give it a good config setup similar to TreeCap. No time line on that, though.
Why is it that whenever I use the wing it teleports me to the highest point available above my spawn point? On rare occasions I have to keep moving my bed and it actually works.
Because this is quite popular and there are 90 odd replies... i wasn't going to look through all of them for what i am looking for... I am currently using treecapitator, and as it said, it is compatible with other mods that add different trees, although i am unsure of how to get this to work... Could someone please explain or give me the code for IC2, forestry, thaumcraft... i think thats it... if it is supposed to work automatically, it isn't
thanks in advance
EDIT: Well i tried it out on other trees and is not working on any tree... but when in the menu screen, i go to mods and it has treecapitator there, what could be going wrong?
I finally put a check for this in the next version... then it will just tell you that you messed up instead of people coming here to spam the thread. It still boggles my mind how with "put in the coremods folder" pasted in multiple places on the path to the file download that people still put it in the mods folder and then just wonder why it doesn't work. It says "CoreMod" right in the damn file name.
Why is it that whenever I use the wing it teleports me to the highest point available above my spawn point? On rare occasions I have to keep moving my bed and it actually works.
The logic was always written that way in an attempt to avoid placing the player inside solid blocks. Also, CrystalWing code is sorta buggy.
I finally put a check for this in the next version... then it will just tell you that you messed up instead of people coming here to spam the thread. It still boggles my mind how with "put in the coremods folder" pasted in multiple places on the path to the file download that people still put it in the mods folder and then just wonder why it doesn't work. It says "CoreMod" right in the damn file name.
It's because in this day and age...people just don't bother to read, hense the term tl;dr (too long;didn't read). If they took the time, then their question might be answered. Another annoying question is the commonly occuring "Is this updated to 1.4.x?" when the title (and parts of the OP) say otherwise.
Could you make an orecapitator mod? Basically like connected destruction, except set up to detect anything that's in the forge ore dictionary. Or just update connected destruction to 1.4.7.
I am asking permission to use TreeCapitator in a modpack made for our server only, it will be private and a link to this thread is present on our forums.
I have this weird problem when I have treecapitator and metallurgy installed. I made it so metallurgy axes work. I use all axes even vanilla and all of them work except the wooden axe. Anyone know why its like this, it's not a big problem but I'm curious why its like that.
Hallo bspkrs,
could you add the big rubber tree's (redpower) in the jungle for your plugin treecapitator? Or an options to set this function?
And shalashalska, i like your idea, it would be nice.
You can set it in the config, just use the block name or the block ID. Block name works better, as it stays even if you change the configs, but they're a little harder to find.
I've been using InGameInfo for a while now. It's a great way to customize what you want on your screen. I'd like to see a tag for the server ping though.
Any way to make Starting inventory Forge, and ,multiplayer compatible? I was gonna start playing with some friends of mine and they were wondering where the bonus chest was and I was like;
Spoiler as I am using caps:
GTF AND PUNCHCHC SOME WOODDDDDD.
LOL but really they apparently need it. Thank you in advance.
I love the flexibility and 3rd party mod support Treecapitator has. Very nice! However, recently the tree-dropping action only works when I switch to creative. I've checked the config, deleted the config, poked the config in the eye with a muddy stick, no difference. I'm getting this with both r3 and r4 releases. Anybody else having this issue?
Okay, I have identified the problem to a certain extent. The problem is a mod incompatibility between TreeCapitator and AtomicStryker's MultiMine. When playing survival, there is no debug chatter from treecapitator when I chop a tree, so it would seem that multimine is preventing treecapitator from from getting the log break event. I'm guessing Treecapitator was only working in creative because multimine is disabled there.
Darn. I like Multimine, but if I can't have both then Treecapitator wins this one hands down.
i was wondering if there was a way for me to do something in order for this mod to work with the EXTRABIOMESXL mod. i've downloaded the jar file one and tried to mess with the config file but it still will not work.
Edit
Just learned the difference between mods & CORE mods. It seems to be working now.
- Ryan Paul Fialcowitz
Mods in the server - Just in case it becomes relevant.
Treecapitator
FML
CodeChicken Core
NEI
https://youtube.com/user/CannedNinjaMC
Well said! we'll be waiting too, that will be entertaining.
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
Thanks
I mean really, someone can't wait 5 seconds? I make it a practice to re-download mods I use from adfly links every couple weeks even if I don't need to, just to give the mod author a few more ad views. The selfishness and sense of entitlement in some people boggles...
D_B
To tell them how to live is to prevent them living.
thanks in advance
EDIT: Well i tried it out on other trees and is not working on any tree... but when in the menu screen, i go to mods and it has treecapitator there, what could be going wrong?
It's because in this day and age...people just don't bother to read, hense the term tl;dr (too long;didn't read). If they took the time, then their question might be answered. Another annoying question is the commonly occuring "Is this updated to 1.4.x?" when the title (and parts of the OP) say otherwise.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
could you add the big rubber tree's (redpower) in the jungle for your plugin treecapitator? Or an options to set this function?
And shalashalska, i like your idea, it would be nice.
I am asking permission to use TreeCapitator in a modpack made for our server only, it will be private and a link to this thread is present on our forums.
list of mods and permissions can be found here: http://goo.gl/RslgT
ty
You can set it in the config, just use the block name or the block ID. Block name works better, as it stays even if you change the configs, but they're a little harder to find.
Spoiler as I am using caps:
GTF AND PUNCHCHC SOME WOODDDDDD.
LOL but really they apparently need it. Thank you in advance.
Darn. I like Multimine, but if I can't have both then Treecapitator wins this one hands down.