- Added a new config option, StopOnBreak, set to true the axes will stop harvesting if they run out of durability.
- Added an achievement, "Timber!", gotten by chopping down a tree with any lumber axe. Requires Benchmarking to achieve.
YES
YES
YESSSSSSSSSSSS
That was something that i found disappointing, i could cut down huge jungle tree even though i knew my axe would have broken half way through.
Is there a way to "limit" the number of blocks that can be broken at once, to you know, stop the game from crashing when it has 8gb of ram allocated to it...
Is there a way to "limit" the number of blocks that can be broken at once, to you know, stop the game from crashing when it has 8gb of ram allocated to it...
In theory, however it would be exponentially large and require quite a bit of math and testing to make sure that it was a number both high enough to handle jungle trees and large mod trees, while still being small enough for the game to handle.
EDIT: Might work on this one for 0.0.6 or 0.0.7, but we'll see.
So is this mod basically tree capitator with different axes or does it do more? What do the different axes themselves do? I am intrigued.
The idea was to replicate the functionality of mods like Timber or TreeCapitator while not modifying any base files, only adding files. The normal vanilla axes work the same as ever, this mod simply adds new axes with the chopping functionality. Thus far, far fewer incompatibilities, and it's easier to make as well. It also leaves room for later if, say, I decide to expand the line of tools included to pickaxes, shovels, etc.
The idea was to replicate the functionality of mods like Timber or TreeCapitator while not modifying any base files, only adding files. The normal vanilla axes work the same as ever, this mod simply adds new axes with the chopping functionality. Thus far, far fewer incompatibilities, and it's easier to make as well. It also leaves room for later if, say, I decide to expand the line of tools included to pickaxes, shovels, etc.
But its kinda buggy we have this bug where entire forests will get cut down (wasent the stop when out of durability thing supposed to fix that?)
But its kinda buggy we have this bug where entire forests will get cut down (wasent the stop when out of durability thing supposed to fix that?)
Yep! That's the idea! I'll also be working on some optimization things soon, but currently they don't work yet... They only make it worse =P
And it's not really a bug... The way I do it, it simply detects the blocks that trees are made of. There's no distinction between trees to the algorithm, so as far as it's concerned, as long as it's touching the block you broke (however many degrees of separation there may be), it's part of the tree.
EDIT: Who's we? =P (FYI, jd's an alpha tester, so he's sort of part of it... But that's about it other than being the mod's biggest supporter outside myself =) )
- Added new config option (MaxBreakLimit), see section "Configuration Options" for details.
- Began work on optimizing process (doesn't change anything for this update, but the code is in there, just commented out for now)
As always, I am in need of alpha testers! Please see the main post for details on how to apply, and you can test out the mod early!
What I need most right now is more mods tested with this mod, making sure that they work. Please see the list of already-tested mods in the main post, however any mod that has trees that isn't on the list still needs to be tested!
- Added new config option (MaxBreakLimit), see section "Configuration Options" for details.
- Began work on optimizing process (doesn't change anything for this update, but the code is in there, just commented out for now)
As always, I am in need of alpha testers! Please see the main post for details on how to apply, and you can test out the mod early!
What I need most right now is more mods tested with this mod, making sure that they work. Please see the list of already-tested mods in the main post, however any mod that has trees that isn't on the list still needs to be tested!
ok lets see here, i need to find a list of mods and then filter out the ones that dont have trees, on it
Uhm... I like the name! That's why I made the banner for you...
Like you said, the old timber is no longer continued and they chose a weird ass name for its successor, so claim the name Timber for yourself and run with it!
If you don't like the logo, that was a 5 minute job in PS, so I could improve on it but I kinda like it
Anyways, keep it up!
*edit*
and to clarify... by "cheap" I meant the recipe is way to cheap! It's an amazing tool to have and should be more expensive! That's the only thing keeping me from using this.
Oh, sorry... Misunderstanding. I quite like the banner, now that I know that was for this... If you still have the PSD file, could you maybe add the + on the end? I can take it from there.
I realize the recipe is a bit cheap... I may change it up in a future update to make the mod more balanced. The mod is still in Alpha, so most of the minor features are still up to change.
First of all, changing the default axe to this behaviour is op. If you don't agree, we don't need to discuss this any further. I can think of two other mods with comparable axes: Thaumcraft - Axe of the Stream - Needs research, thaumium, a diamond and infusion if I remember correctly Tinkers Construct - Lumber Axe - Needs a smeltery and a ton of resources Since those two mods are quite popular, we can assume Timber may be used along side at least one of them by a LOT of ppl. I hope you can see how Timber would break the balancing of two major mods in this regard. So... how about a config option? It all comes down to when do you want the players to get access to the Timber axe? With the wood recipe I would make a wood axe, chop a tree, make the timber axe and never touch a vanilla or another mods axe ever again. I know this goes against the idea of having a wooden or stone timber axe, but I hope you may consider my request for config option.
Like I said, I may change the recipe... I agree that it is a bit OP. Maybe add a couple emeralds/diamonds or something like that. Or even make it so it involves not only the axe itself, but more of it's tool material (the wood/stone ones would be really cheap, but once you get to iron/diamond that's a lot of materials for an axe).
Part of the reason I made this was that TC and Thaumcraft are two of my favorite mods, but Thaumcraft takes a lot of research to get to that point, and then still the axe breaks the blocks one at a time, just from the top down. Meanwhile, TC takes thousands of iron and gold, and a lot of diamonds, to get to the point you can make the Logging Axes or whatever they call theirs.
- Rebalanced crafting, now uses logs only in the corners, however the empty spaces are now filled in with the axe's corresponding tool material (i.e. diamonds for a diamond lumber axe, iron ingots for iron, etc.)
- Added new config option (EasyCraftingRecipes), see section "Configuration Options" for details.
I see you dont mess around! Kudos to you good sir!
I'll slap a plus on that thing and it's all yours
Why thank you! Sadly I'm starting to run out of ideas... All of these are teeny-tiny patch updates. Without more inspiration, I'll probably have to slow down updates a lot simply to allow time for ideas.
- Added new config option (AllowParticles), see section "Configuration Options" for details.
- Moved mod into Beta! The mod is now safe enough for public downloads. Thanks to my alpha testers for all your help. But don't go away! I still need help with beta testing and I can't do that alone. It's just now easier to get the mod and it isn't a private testing club.
Nice! Congrats to beta stage!
I'll get home on tuesday and test the out of this baby!
You already covered a lot of config stuff and the mod itself does what the name promises. Just make it stable as a rock and wait a little so the word goes around and ppl start using it. You will have your hands full with feature requests and bug reports before you can say wood pulp, trust me!
The magical words nowadays are "mod interaction" Electrical Timber chainsaw? Oh yes! Magical Timber Axe of the whatever? Please take my money!
And what about language support?
Thanks! Mod interaction, at least at a low level (copper axes, etc.) is planned for the future. Completely forgot about language support, will work on that once I'm comfortable with the mod's publicity.
- Added new config option (AllowParticles), see section "Configuration Options" for details.
- Moved mod into Beta! The mod is now safe enough for public downloads. Thanks to my alpha testers for all your help. But don't go away! I still need help with beta testing and I can't do that alone. It's just now easier to get the mod and it isn't a private testing club.
Thanks! Mod interaction, at least at a low level (copper axes, etc.) is planned for the future. Completely forgot about language support, will work on that once I'm comfortable with the mod's publicity.
Trust me, I need it =)
So you could do mod integration, but what about adding pickaxes that mine entire veins of ore, or shovels that... um... do something cool? Hoes that grow plants like bone meal but dosent use any (MAKE THEES EXPENSIVE) and a multitool that combines all the Timber+ tool types (pick, axe, shovel, hoe) into one tool?
Just an idea but it probably goes outside of the scope of this mod! (Although it is Timber PLUS, what dose the plus mean?)
Idk it sounds like it would have already been done, but you/we could make it better. (speaking of already been done, elemental swords anyone?)
So you could do mod integration, but what about adding pickaxes that mine entire veins of ore, or shovels that... um... do something cool? Hoes that grow plants like bone meal but dosent use any (MAKE THEES EXPENSIVE) and a multitool that combines all the Timber+ tool types (pick, axe, shovel, hoe) into one tool?
Just an idea but it probably goes outside of the scope of this mod! (Although it is Timber PLUS, what dose the plus mean?)
Idk it sounds like it would have already been done, but you/we could make it better. (speaking of already been done, elemental swords anyone?)
I did try adding picks/shovels/hoes, but I didn't actually complete the swords and decided to drop the picks and shovels. Might put them back in at some point, but not for a while.
YES
YES
YESSSSSSSSSSSS
That was something that i found disappointing, i could cut down huge jungle tree even though i knew my axe would have broken half way through.
In theory, however it would be exponentially large and require quite a bit of math and testing to make sure that it was a number both high enough to handle jungle trees and large mod trees, while still being small enough for the game to handle.
EDIT: Might work on this one for 0.0.6 or 0.0.7, but we'll see.
- Updated crafting to use OreDictionary, crafting lumber axes should now work with the logs from almost any mod as well as vanilla logs.
Side note: This update would have been done hours ago, but I was being stupid and trying to craft lumber axes using lumber axes, not normal axes. Poo.
The idea was to replicate the functionality of mods like Timber or TreeCapitator while not modifying any base files, only adding files. The normal vanilla axes work the same as ever, this mod simply adds new axes with the chopping functionality. Thus far, far fewer incompatibilities, and it's easier to make as well. It also leaves room for later if, say, I decide to expand the line of tools included to pickaxes, shovels, etc.
But its kinda buggy we have this bug where entire forests will get cut down (wasent the stop when out of durability thing supposed to fix that?)
Yep! That's the idea! I'll also be working on some optimization things soon, but currently they don't work yet... They only make it worse =P
And it's not really a bug... The way I do it, it simply detects the blocks that trees are made of. There's no distinction between trees to the algorithm, so as far as it's concerned, as long as it's touching the block you broke (however many degrees of separation there may be), it's part of the tree.
EDIT: Who's we? =P (FYI, jd's an alpha tester, so he's sort of part of it... But that's about it other than being the mod's biggest supporter outside myself =) )
- Added new config option (MaxBreakLimit), see section "Configuration Options" for details.
- Began work on optimizing process (doesn't change anything for this update, but the code is in there, just commented out for now)
--------------------------------------------------------------------------------------------------------
As always, I am in need of alpha testers! Please see the main post for details on how to apply, and you can test out the mod early!
What I need most right now is more mods tested with this mod, making sure that they work. Please see the list of already-tested mods in the main post, however any mod that has trees that isn't on the list still needs to be tested!
ok lets see here, i need to find a list of mods and then filter out the ones that dont have trees, on it
LOL maybe a bit over the top, but yes, that's the idea =)
Oh, sorry... Misunderstanding. I quite like the banner, now that I know that was for this... If you still have the PSD file, could you maybe add the + on the end? I can take it from there.
I realize the recipe is a bit cheap... I may change it up in a future update to make the mod more balanced. The mod is still in Alpha, so most of the minor features are still up to change.
Like I said, I may change the recipe... I agree that it is a bit OP. Maybe add a couple emeralds/diamonds or something like that. Or even make it so it involves not only the axe itself, but more of it's tool material (the wood/stone ones would be really cheap, but once you get to iron/diamond that's a lot of materials for an axe).
Part of the reason I made this was that TC and Thaumcraft are two of my favorite mods, but Thaumcraft takes a lot of research to get to that point, and then still the axe breaks the blocks one at a time, just from the top down. Meanwhile, TC takes thousands of iron and gold, and a lot of diamonds, to get to the point you can make the Logging Axes or whatever they call theirs.
- Rebalanced crafting, now uses logs only in the corners, however the empty spaces are now filled in with the axe's corresponding tool material (i.e. diamonds for a diamond lumber axe, iron ingots for iron, etc.)
- Added new config option (EasyCraftingRecipes), see section "Configuration Options" for details.
- Added new config option (UseVanillaTextures), see section "Configuration Options" for details.
Miscellaneous:
- Revamped signature banners, their code is now much more efficient.
Why thank you! Sadly I'm starting to run out of ideas... All of these are teeny-tiny patch updates. Without more inspiration, I'll probably have to slow down updates a lot simply to allow time for ideas.
- Added new config option (AllowParticles), see section "Configuration Options" for details.
- Moved mod into Beta! The mod is now safe enough for public downloads. Thanks to my alpha testers for all your help. But don't go away! I still need help with beta testing and I can't do that alone. It's just now easier to get the mod and it isn't a private testing club.
Thanks! Mod interaction, at least at a low level (copper axes, etc.) is planned for the future. Completely forgot about language support, will work on that once I'm comfortable with the mod's publicity.
Trust me, I need it =)
Aw its been fun with exclusive testing privileges
So you could do mod integration, but what about adding pickaxes that mine entire veins of ore, or shovels that... um... do something cool? Hoes that grow plants like bone meal but dosent use any (MAKE THEES EXPENSIVE) and a multitool that combines all the Timber+ tool types (pick, axe, shovel, hoe) into one tool?
Just an idea but it probably goes outside of the scope of this mod! (Although it is Timber PLUS, what dose the plus mean?)
Idk it sounds like it would have already been done, but you/we could make it better. (speaking of already been done, elemental swords anyone?)
I had fun too =)
I did try adding picks/shovels/hoes, but I didn't actually complete the swords and decided to drop the picks and shovels. Might put them back in at some point, but not for a while.