I tried installing TreeCapitator this morning and can't seem to find the right sequence to get it to work.
I have the Tree mod part in the coremods folder and have tried the base required mod both in coremods and in normal mods. In both cases I get the ingame message saying it is working but the mod doesn't do anything when I cut a tree with an axe.
I tried it with a barebones current forge recommended install in magic launcher and put up a pastebin of my last attempt, this one was with Tree in core and the required mod in the normal mods folder.
Don't use Magic Launcher. Use a real launcher like MultiMC. Magic Launcher seems to be full of suck when it comes to coremods, and the issue apparent from your log is that TreeCapitator is not being loaded as a coremod. There should have been an error message, but I messed that code up in a recent update.
Don't use Magic Launcher. Use a real launcher like MultiMC. Magic Launcher seems to be full of suck when it comes to coremods, and the issue apparent from your log is that TreeCapitator is not being loaded as a coremod. There should have been an error message, but I messed that code up in a recent update.
That's odd you would tell him to switch launchers when MagicLauncher has been working fine for me and your mod. I actually haven't had a single issue with ML or any mods for that matter.
Just read the poll for an enchantment, cool idea. I think though, for those of us just wanting to have treecapitator, an option for it to run normally and not be an enchantment. Then, if it is set up for enchantment, have it take damage on a scale equal to the size of the tree. A small oak tree that's under say 20 blocks of wood, it takes one damage. 20-50 block trees give two damage, and so on up to the giant trees in some of the forest mods, which give a lot more damage.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
That's odd you would tell him to switch launchers when MagicLauncher has been working fine for me and your mod. I actually haven't had a single issue with ML or any mods for that matter.
You are using ModLoader, though... it is seriously full of derp when it comes to Forge coremods.
You are using ModLoader, though... it is seriously full of derp when it comes to Forge coremods.
I am not using anything called MoadLoader. As for your mod I have had no issues between it and MagicLauncher however since you now changed it to require a extra mod and plan on possibly making it so axes have to be enchanted first I am going to continue using the version I have now.
I am not using anything called MoadLoader. As for your mod I have had no issues between it and MagicLauncher however since you now changed it to require a extra mod and plan on possibly making it so axes have to be enchanted first I am going to continue using the version I have now.
Oh, I took ML to mean ModLoader. Either way, a lot of people have complained that Magic Launcher won't work with coremods. If it works for you then I guess you're one of the lucky ones.
If you are using the Forge version the jar file must be in the coremods folder.
Oh, I took ML to mean ModLoader. Either way, a lot of people have complained that Magic Launcher won't work with coremods. If it works for you then I guess you're one of the lucky ones.
I am using the forge version and when I place the your coremod in the mods folder and the treecap zip in coremods it doesn't work for me either
I am using the forge version and when I place the your coremod in the mods folder and the treecap zip in coremods it doesn't work for me either
Sounds like you're trying to put the ModLoader version of Treecap in the coremods folder... the Forge version of TreeCapitator is a .jar file, not a .zip. Make sure you're getting the right one.
Well I am using the very latest version of Magic Launcher. Could be people are using a older version or doing something wrong to cause conflicts. Things like that can happen. As for why I don't plan to update the tree capitator mod it's mainly not cause of the enchant thing but because I really don't want to install a extra file to use it when I don't use your other stuff. I would suggest making separate versions of your mod that are for solo use without the dependency but I am sure it would be too much work.
Hmm..I dunno if it's just me or what, but I notice the Crystal Wing mod doesn't take you back to your bed. Is it supposed to? I saw an older review of it and it showed them being taken to their bed..
It just seems it'd be a lot more useful for me if it took me to my bed instead of the original spawn, since my houses tend to be no where near the original spawn
Well I am using the very latest version of Magic Launcher. Could be people are using a older version or doing something wrong to cause conflicts. Things like that can happen. As for why I don't plan to update the tree capitator mod it's mainly not cause of the enchant thing but because I really don't want to install a extra file to use it when I don't use your other stuff. I would suggest making separate versions of your mod that are for solo use without the dependency but I am sure it would be too much work.
The enchantment mode will be optional, and I will most likely default to the current mode of play. I'm not going to offer a separate version for download due to the confusion it will cause... I'll just end up wasting more time supporting people that download the "if you're only using this mod by me" version and have issues because they are not only using that one of my mods.
Hmm..I dunno if it's just me or what, but I notice the Crystal Wing mod doesn't take you back to your bed. Is it supposed to? I saw an older review of it and it showed them being taken to their bed..
It just seems it'd be a lot more useful for me if it took me to my bed instead of the original spawn, since my houses tend to be no where near the original spawn
I was hoping that someone else would have showed interest in taking this mod off my hands by now, but it's looking more and more like I just need to rewrite it completely to make it work properly.
I was hoping that someone else would have showed interest in taking this mod off my hands by now, but it's looking more and more like I just need to rewrite it completely to make it work properly.
Is it really that big of a deal though? I mean, I don't know anything about coding, java, or making mods..but it seems like a fairly simple thing to do compared to other mods. You could easily do away with the burning/burnt wings. And the main wing could just send "/tp [playername] <x> <y> <z>" to the chat. The coordinates could either be auto-set when you sleep in a bed, or make it so if you Shift+Right click, it'll save the coordinates of wherever you're standing and use that as your spawn for the wing.
I mean, even the basic command block in vanilla can tp with a button press. If anything, make it a portable command block mod instead. lol. Right clicking would just be the same as providing power to it.
Is it really that big of a deal though? I mean, I don't know anything about coding, java, or making mods..but it seems like a fairly simple thing to do compared to other mods. You could easily do away with the burning/burnt wings. And the main wing could just send "/tp [playername] <x> <y> <z>" to the chat. The coordinates could either be auto-set when you sleep in a bed, or make it so if you Shift+Right click, it'll save the coordinates of wherever you're standing and use that as your spawn for the wing.
I mean, even the basic command block in vanilla can tp with a button press. If anything, make it a portable command block mod instead. lol. Right clicking would just be the same as providing power to it.
It is a big deal to make it work right as opposed to just swapping out the current method for using a server command (which introduced a whole new set of issues when I started messing around with it). I have some better code written, but I still need to figure out how to make it work in custom dimensions (if it should even do that).
I've got a problem with the way TreeCapitator is working. When I cut a tree down that is next to others it removes all the leaves but leaves the trunks of the other trees intact without cutting them down. The mods I am using are Forge Mod Loader, bspkrsCore, AutoSwitchLight, ThebombzenAPI, EllianDetector, ReiMinimap and the ML Client (SSP) version or TreeCapitator. It seems to be removing the leaves before cutting the trees. Hope you can help me.
Hello, and thank you for your mods. But i have a problem with Treecapitator:
I'm running a FeedTheBeast server (Direwolf20) and tried to install treecapitator.
As the Direwolf20 FTB version seems to use minecraftforge in the modpack, i downloaded [1.4.7]bspkrsCorev1.01.zip (in the mod folder) + [1.4.6]TreeCapitator.Forge.1.4.6.r03.Uni.CoreMod.jar (in coremod folder) wich result in an error and the server not loading:
Description: Exception in server tick loop
java.lang.NoSuchFieldError: requireLeafDecayCheck
at mod_treecapitator.<clinit>(mod_treecapitator.java:42)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at cpw.mods.fml.common.ModClassLoader.loadBaseModClass(ModClassLoader.java:87)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:489)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
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:153)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
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:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
When a friend tried to put [1.4.6]Treecapitator.ML.1.4.6.r07.zip (into coremod) and [1.4.7]bspkrsCorev1.01.zip (into mod folder) the server started but Treecapitator only works on some trees (vanilla one) but not with the mod's trees of FTB.
And, it works with vanilla axes but not the mod's item (chainsaw, sapphire axe, etc)
I'm totaly lost. Could you help me?
Thanks
Also, did i get it right? mod_treecapitator.cfg is for the ML version and TreeCapitator.cfg for the forge version?
Edit: i don't understand... Is it possible i have ML and Forge at the same time? When i launch my game (client, not server) i have FML (forgeModLoader) and Forge...
Edit2: if i use on singleplayer the forge version (without ]bspkrsCorev1.01.zip) treecapitator work on all trees i have seen (even great tree) and with all items (chainsaw, sapphire axe, etc) but keep crashing the server (same log as above)
Looks like you are using the ModLoader (ML) version with Forge on the server. Use the Forge version.
Hey I've got a problem... I tried to install your Treecapitator Mod on my FTB-Ultimate Server... so it didn't work for me... I found out that the Server crashes with this Error: http://pastebin.com/3Nq0Ms41 works fine without bukkitforge installed... but if bukkitforge and the Treecapitator core mod are in the coremod folder the server crashes and do not start with the mentioned Error any ideas?
Does it work at all with bukkitforge (without TreeCapitator)? Are you using the right version of bukkitForge for the version of MC you are trying to run?
I've got a problem with the way TreeCapitator is working. When I cut a tree down that is next to others it removes all the leaves but leaves the trunks of the other trees intact without cutting them down. The mods I am using are Forge Mod Loader, bspkrsCore, AutoSwitchLight, ThebombzenAPI, EllianDetector, ReiMinimap and the ML Client (SSP) version or TreeCapitator. It seems to be removing the leaves before cutting the trees. Hope you can help me.
Don't use the ModLoader version with Forge... use the Forge version *shakes head*
That's odd you would tell him to switch launchers when MagicLauncher has been working fine for me and your mod. I actually haven't had a single issue with ML or any mods for that matter.
D_B
To tell them how to live is to prevent them living.
Is it a server side only mod or does it have to be on the client too?
I checked the settings and disabled having to sneak, I'm using a axe but nothing happens since I still have to chop the tree down one log at a time.
I am not using anything called MoadLoader. As for your mod I have had no issues between it and MagicLauncher however since you now changed it to require a extra mod and plan on possibly making it so axes have to be enchanted first I am going to continue using the version I have now.
I am using the forge version and when I place the your coremod in the mods folder and the treecap zip in coremods it doesn't work for me either
It just seems it'd be a lot more useful for me if it took me to my bed instead of the original spawn, since my houses tend to be no where near the original spawn
I was hoping that someone else would have showed interest in taking this mod off my hands by now, but it's looking more and more like I just need to rewrite it completely to make it work properly.
Is it really that big of a deal though? I mean, I don't know anything about coding, java, or making mods..but it seems like a fairly simple thing to do compared to other mods. You could easily do away with the burning/burnt wings. And the main wing could just send "/tp [playername] <x> <y> <z>" to the chat. The coordinates could either be auto-set when you sleep in a bed, or make it so if you Shift+Right click, it'll save the coordinates of wherever you're standing and use that as your spawn for the wing.
I mean, even the basic command block in vanilla can tp with a button press. If anything, make it a portable command block mod instead. lol. Right clicking would just be the same as providing power to it.
Hope you enjoy it
Does it work at all with bukkitforge (without TreeCapitator)? Are you using the right version of bukkitForge for the version of MC you are trying to run? Don't use the ModLoader version with Forge... use the Forge version *shakes head*