Hey guys. Do you like using timber/treefeller mod for vanilla survival? I'm starting a new world and I'm thinking of using it this go around. Thoughts?
I'd say play with it if you're naturally interested in a fresh playthrough with something new, and it sounds like you are.
I've never used it, but its existed about as long as I can remember.
I've seen some... interesting incidents where someone fells a tree connected to something they built and the logs get taken out by it, so it would definitely require some care in some instances.
Where's the "neither" option? I love modded and modding Minecraft, but there aren't many vanilla trees where tree-felling makes more than the most trivial difference: Jungle Giants, Mega Spruces, large Oaks, and taller Spruces. Otherwise it's just a tiny speed gain at best. I've never needed to add a tree-felling capacity directly, because it's included as part of the progression in most of the heavier magic and tech mods. I'd think you could find other mods with much more to excite and intrigue you.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
I wouldn't personally use it in a "vanilla" world because then it's not vanilla any more, it's lightly modded. But for modded it's one of the vital mods for me and if the pack doesn't have a tool that does it I'll add it in myself, along with shutting down Enderman griefing. Drives me nuts how Endermen turn picturesque terrain into Swiss cheese over time and there's absolutely nothing you can do in vanilla to stop them.
I've seen some... interesting incidents where someone fells a tree connected to something they built and the logs get taken out by it, so it would definitely require some care in some instances.
So many skyblock bloopers on Youtube where the player accidentally veinmines his entire base...
along with shutting down Enderman griefing. Drives me nuts how Endermen turn picturesque terrain into Swiss cheese over time and there's absolutely nothing you can do in vanilla to stop them.
I've gone to great lengths to stop this even though I tend to stick more to vanilla, it is absolutely the one thing I will not leave as-is anymore (I absolutely see it as a flawed mob because of this behavior). I've gone to lengths to prevent it despite it causing me issues (sometimes very massive issues) in the first two methods I've used, especially the second one. Thankfully, no issues since data packs became a thing.
I've coded in my own "vein miner" enchantment, including the ability to mine multiple logs or planks at once, although it is a vastly stripped-down version of what I've seen in modded playthroughs (i.e. mining hundreds of blocks of pretty much anything, or entire trees; obviously, this is configurable and differs from mod to mod); in my case, it can mine up to 3 wood blocks above or below you (depending on the direction you are looking), making it perfect for cutting down 2x2 or larger trees (i.e. you can mine a staircase up the trunk, with 3 blocks removed per step, although I usually just use a ladder to get to the top and mine down). Even if the time savings is small it still adds up; 0.5 seconds per block x 10000 blocks = 5000 seconds. I know that some mods will make the first block take longer to mine; I don't do this but all blocks broken count as if you'd mined them individually (hunger loss and tool uses).
Also, as for endermen, I made some slight nerfs/changes to their block taking/placing behavior; they can't pick up blocks if there is a non-air block above them, with the exception of 1 deep snow layers and cactus (if the block being picked up is cactus), or a torch/water/lava is adjacent to the block (I really dislike the idea of endermen possibly wrecking torches I placed in caves, even if I never see them again after exploring them; I use a mapping tool that only maps caves with torches in them to track my "progress" in a world. Vanilla should also have some way to prevent endermen from picking up blocks, even if it has to be e.g. within range of a beacon, and the water/lava exception makes sense since why would they take a block that allows it to flow into them?).
Of course, I've made many more changes in both my own "total conversion" mod as well as a mod I use for my "vanilla" first world, even bugfixes could arguably be seen as non-vanilla (e.g. I made some changes to caves and mineshafts by fixing various bugs). The biggest impact of using mods is that I often get comments about whether something I found is natural or the result of a mod (e.g. changes to landmasses or the size of caves), but I take care to point out anything that may have been the result of any changes I made (e.g. changes to the spawning of pink sheep, and passive mobs in general, due to a bugfix, but as far as the probability of an individual sheep being pink goes they are still "natural").
Hey guys. Do you like using timber/treefeller mod for vanilla survival? I'm starting a new world and I'm thinking of using it this go around. Thoughts?
I'd say play with it if you're naturally interested in a fresh playthrough with something new, and it sounds like you are.
I've never used it, but its existed about as long as I can remember.
I've seen some... interesting incidents where someone fells a tree connected to something they built and the logs get taken out by it, so it would definitely require some care in some instances.
Where's the "neither" option? I love modded and modding Minecraft, but there aren't many vanilla trees where tree-felling makes more than the most trivial difference: Jungle Giants, Mega Spruces, large Oaks, and taller Spruces. Otherwise it's just a tiny speed gain at best. I've never needed to add a tree-felling capacity directly, because it's included as part of the progression in most of the heavier magic and tech mods. I'd think you could find other mods with much more to excite and intrigue you.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
So many skyblock bloopers on Youtube where the player accidentally veinmines his entire base...
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I've gone to great lengths to stop this even though I tend to stick more to vanilla, it is absolutely the one thing I will not leave as-is anymore (I absolutely see it as a flawed mob because of this behavior). I've gone to lengths to prevent it despite it causing me issues (sometimes very massive issues) in the first two methods I've used, especially the second one. Thankfully, no issues since data packs became a thing.
I've coded in my own "vein miner" enchantment, including the ability to mine multiple logs or planks at once, although it is a vastly stripped-down version of what I've seen in modded playthroughs (i.e. mining hundreds of blocks of pretty much anything, or entire trees; obviously, this is configurable and differs from mod to mod); in my case, it can mine up to 3 wood blocks above or below you (depending on the direction you are looking), making it perfect for cutting down 2x2 or larger trees (i.e. you can mine a staircase up the trunk, with 3 blocks removed per step, although I usually just use a ladder to get to the top and mine down). Even if the time savings is small it still adds up; 0.5 seconds per block x 10000 blocks = 5000 seconds. I know that some mods will make the first block take longer to mine; I don't do this but all blocks broken count as if you'd mined them individually (hunger loss and tool uses).
Also, as for endermen, I made some slight nerfs/changes to their block taking/placing behavior; they can't pick up blocks if there is a non-air block above them, with the exception of 1 deep snow layers and cactus (if the block being picked up is cactus), or a torch/water/lava is adjacent to the block (I really dislike the idea of endermen possibly wrecking torches I placed in caves, even if I never see them again after exploring them; I use a mapping tool that only maps caves with torches in them to track my "progress" in a world. Vanilla should also have some way to prevent endermen from picking up blocks, even if it has to be e.g. within range of a beacon, and the water/lava exception makes sense since why would they take a block that allows it to flow into them?).
Of course, I've made many more changes in both my own "total conversion" mod as well as a mod I use for my "vanilla" first world, even bugfixes could arguably be seen as non-vanilla (e.g. I made some changes to caves and mineshafts by fixing various bugs). The biggest impact of using mods is that I often get comments about whether something I found is natural or the result of a mod (e.g. changes to landmasses or the size of caves), but I take care to point out anything that may have been the result of any changes I made (e.g. changes to the spawning of pink sheep, and passive mobs in general, due to a bugfix, but as far as the probability of an individual sheep being pink goes they are still "natural").
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Why do I still play in 1.6.4?
true!
i decided to do away with the tree harvester mod and just stick with sodium and fabric for performance in vanilla.
I don't like mods, but they should finally make it easier to farm trees in vanilla.
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