Should work the same as unbreaking normally does... I am calling the same method as is called when a block is broken normally, so it will have the same chance of not receiving damage. I have not specifically tested that, but that's the way it should work.
bspkrs, your instructions say: "All you must do is run the game once, check for a file named ingameInfo.txt in the '.minecraft\mods\daftpvf\" folder, edit it adding whatever you want and you're set!"
You also show a portion of a config file but I don't see anything that tells me the name of the config file or where to find it.
It seems to work -- without going into any config files.
bspkrs, your instructions say: "All you must do is run the game once, check for a file named ingameInfo.txt in the '.minecraft\mods\daftpvf\" folder, edit it adding whatever you want and you're set!"
You also show a portion of a config file but I don't see anything that tells me the name of the config file or where to find it.
Oh, I'll have to fix that. It's the default ModLoader config file location: .minecraft/config/mod_ingameInfo.cfg. It's only used to configure a few things currently.
Oh, I'll have to fix that. It's the default ModLoader config file location: .minecraft/config/mod_ingameInfo.cfg. It's only used to configure a few things currently.
Mod worked briefly... then I changed a few tags and all hell broke loose. Forge showed 12 errors and the game crashed.
I fixed an error in my tags then tried to run MagicLauncher but there were no mods listed in it! ML dumped out all the mods! Put the mods back in but still have 12 errors in Forge.
So typical... one small glitch and everything goes to hell.
I don't use ModLoader; only Forge. Can this present a problem?
Will have to spend ever more time dealing with mods instead of playing the game; same old story of frustration.
Did a standard login with update and that fixed the problem (enabled me to reload my mods into the MagicLauncher.) Crimany, what a convoluted system for modding a game! (I wish I had a dollar for the total user hours spent trying to figure out this insane system -- not to mention the glitches every time I change texture packs.)
Hmm....and now my axe doesn't take down a whole tree after I updated THAT mod. Good grief. WHY????
Mod worked briefly... then I changed a few tags and all hell broke loose. Forge showed 12 errors and the game crashed.
I fixed an error in my tags then tried to run MagicLauncher but there were no mods listed in it! ML dumped out all the mods! Put the mods back in but still have 12 errors in Forge.
So typical... one small glitch and everything goes to hell.
I don't use ModLoader; only Forge. Can this present a problem?
Will have to spend ever more time dealing with mods instead of playing the game; same old story of frustration.
It could, but I'm not sure what sort of problems. Post your ingameInfo.txt file contents in a spoiler and I'll try to take a look.
Also, the contents of ForgeModLoader-client-0.log would be very helpful.
Is it calling the method for each block broken separately or only once for the whole tree with damage equal to number of blocks broken? With the latter option you could fell a huge tree and have a chance for the axe to not take any damage when it should take a lot more which is what the feature is supposed to remove.
Yes, the code is implemented to call the Item.damageItem method for each block broken (provided that the damageMultiplier value is 1.0 or greater). If damageMultiplier is less than 1.0 (say 0.25), the code will incrementally add up the item damage on each block break and will only call Item.damageItem() when the accrued damage is >= 1.0 (so for 0.25 the damage will be applied on every 4th block broken in the chain). If the breaking chain ends and there is leftover damage accrued, this damage is not applied to the item (it can't be applied since it would be a decimal between 0.0 and 1.0).
Am glad I still had the previous version of Treecapitator in my recycle bin.... because the latest version is a disaster. Partial cut down, half the leaves still hanging... some leaves from other trees vanish while leaves from the cut tree remain... oh what a mess. (And I only have the default tools.)
I have a small bug for you:
when you have one last use left on your tool (axe) treecapitation won't fire...so right before the axe is gone the last tree you chop down doesn't get chopped.
hope that's clear
This is fixed in the latest version. I also added in item damage options.
Am glad I still had the previous version of Treecapitator in my recycle bin.... because the latest version is a disaster. Partial cut down, half the leaves still hanging... some leaves from other trees vanish while leaves from the cut tree remain... oh what a mess. (And I only have the default tools.)
Very happy with the older version thank you.
What version are you using that does a better job of chopping trees than the latest version? Keep in mind that the latest version introduces item damage options that are enabled by default, so the halfway chopped trees would be a symptom of using a wooden axe on a jungle tree, for instance. If you don't like that you can set allowItemDamage=false or allowMoreBlocksThanDamage=true in your config.
the upgrade crashed my game. I got a disconnect from server error.
I changed some of the config options, to let the shears work and to make the whole tree come down even if the axe didn't have enough left to do it.
I am running FML v4.1.4.295 and TreeCapitator vFML 1.3.2r03 among other things. Tests were done in creative on SuperFlat with all 4 tree types and a diamond axe. I am also using NEI v1.4.0.2 in the test and used it to switch to survival before cutting each tree. Jungle trees seem to error at the very top (But that is to be expected) and both oak and spruce seem to error at the very bottom when the leaves are either on or just above the ground.
Not really complaining, just providing info. These mods rock by the way. And I'll take TreeCapitator over Timber! or TreeFeller any day. Can't wait for mod trees to work too.
You know how I can tell you didn't read the news item about it or the additional info I added to the TreeCapitator section of the OP?
It may appear that way because my description of the problem was itself poor, I apologize for that. What I should have said was that in a jungle biome rev.2 cleared all the leaves around single-block trees but the new version doesn't. This is a significant change because the new version forces me to spend half my time chopping leaves.
Everything seems to be working okay - except - the score in my games is always 0. If there's an error in my text below, I'm not spotting it.
It may appear that way because my description of the problem was itself poor, I apologize for that. What I should have said was that in a jungle biome rev.2 cleared all the leaves around single-block trees but the new version doesn't. This is a significant change because the new version forces me to spend half my time chopping leaves.
The funny part about this is that the code that adds logs and leaves to the list of blocks to be broken hasn't changed at all. The only part that has changed is that if your item breaks mid-capitation and there are logs remaining, the leaves around those logs will not be destroyed due to the way the mod determines if a leaf block belongs to another tree or not. The behavior may have changed a little (like your axe actually breaking), but the code handling the lists of blocks is virtually untouched from r02 to r03.
The score being 0 is a vanilla bug that was introduced in the 1.3 update, most likely due to the SP/MP merge. Prior to 1.3 the score value was always 0 when in MP.
I am running FML v4.1.4.295 and TreeCapitator vFML 1.3.2r03 among other things. Tests were done in creative on SuperFlat with all 4 tree types and a diamond axe. I am also using NEI v1.4.0.2 in the test and used it to switch to survival before cutting each tree. Jungle trees seem to error at the very top (But that is to be expected) and both oak and spruce seem to error at the very bottom when the leaves are either on or just above the ground.
Not really complaining, just providing info. These mods rock by the way. And I'll take TreeCapitator over Timber! or TreeFeller any day. Can't wait for mod trees to work too.
Thanks for sharing your test results... I'm pretty sure I know why that's happening. I made a slight change in the code to fix an issue where damage was being applied twice for the first block only, so basically when the code gets down to the leaf-breaking part it thinks that those leaves belong to another tree due to having a log block near them (the first block is actually broken last, it's hard to explain) and decides to ignore them. I'll have to find a way around that.
the upgrade crashed my game. I got a disconnect from server error.
I changed some of the config options, to let the shears work and to make the whole tree come down even if the axe didn't have enough left to do it.
Please post your config contents in a spoiler as well as the actual error log. Otherwise I have no way to help you.
I am running FML v4.1.4.295 and TreeCapitator vFML 1.3.2r03 among other things. Tests were done in creative on SuperFlat with all 4 tree types and a diamond axe. I am also using NEI v1.4.0.2 in the test and used it to switch to survival before cutting each tree. Jungle trees seem to error at the very top (But that is to be expected) and both oak and spruce seem to error at the very bottom when the leaves are either on or just above the ground.
The issue was definitely related to chopping down trees when leaves are one level above the block you initially chop. I just released a new version that fixes that along with one other minor issue with the needItem option. Sorry for the issue!
Thanks for sharing your test results... I'm pretty sure I know why that's happening. I made a slight change in the code to fix an issue where damage was being applied twice for the first block only, so basically when the code gets down to the leaf-breaking part it thinks that those leaves belong to another tree due to having a log block near them (the first block is actually broken last, it's hard to explain) and decides to ignore them. I'll have to find a way around that.
Hard to explain..but makes a strange sort of sense.
The issue was definitely related to chopping down trees when leaves are one level above the block you initially chop. I just released a new version that fixes that along with one other minor issue with the needItem option. Sorry for the issue!
Mod worked briefly... then I changed a few tags and all hell broke loose. Forge showed 12 errors and the game crashed.
I fixed an error in my tags then tried to run MagicLauncher but there were no mods listed in it! ML dumped out all the mods! Put the mods back in but still have 12 errors in Forge.
So typical... one small glitch and everything goes to hell.
I don't use ModLoader; only Forge. Can this present a problem?
Will have to spend ever more time dealing with mods instead of playing the game; same old story of frustration.
Did a standard login with update and that fixed the problem (enabled me to reload my mods into the MagicLauncher.) Crimany, what a convoluted system for modding a game! (I wish I had a dollar for the total user hours spent trying to figure out this insane system -- not to mention the glitches every time I change texture packs.)
Hmm....and now my axe doesn't take down a whole tree after I updated THAT mod. Good grief. WHY????
Regarding MagicLauncher:
While I like it and used to use it, I ran into the same problem of "losing" all of my mods to a crash. Sometimes it just changes "SomeMod.zip" to "SomeMod.zipX" or something like that which causes it not to recognize the mods at all. I also didn't like how much it interfered with the regular MC install.
Then I found MultiMC(http://www.forkk.net/MultiMC4/) much cleaner and easier to work with if you ask me. Also, MultiMC is updated to take advantage of the "coremods" folder that was added with 1.3, something that MagicLauncher has yet to do. And as I also use NEI ,which is a core mod, this is something that I like. MultiMC also doesn't interfere with the regular MC install and you can't "lose" your mods to a crash because it keeps a separate folder for downloaded mods vs your installed mods. Very nice IMO. And as I spend a lot of time tinkering with mods(currently running 61, but have had up to 80) it saves me a LOT of time.
My texture pack is "Sparkfire" and my few mods are: 1. Forge, 2.) Treecapitator, 3.) Death Chest, 4.) Ingame Info (which doesn't display my score,) and 5.) OptiFine. THAT'S ALL --- yet it's taken me a staggering number of hours running through dead ends, less than adequate instructions for beginners, incompatibilities, and more --- all with a learning curve that's not so much a curve as it a fractured disaster resembling the remains of a Creeper attack.
So I decided to give "Starting Inventory" a shot --- and guess what, yep.... nothing.
I go back to review the numbers I entered and review the example shown; boom, I run into a brick wall. The spoiler example shows an apple entered as "160" yet in the Minecraft chart apple is listed as decimal 260 and hex 104. Huh? Besides neither matching the spoiler example, the instructions say nothing about whether to use decimal or hex or how to differentiate them. And why a picture of a config file with no mention of what it is, where it is, or whether anything needs to be done to it? Am I frustrated? Hmmm... that's putting it mildly.
My texture pack is "Sparkfire" and my few mods are: 1. Forge, 2.) Treecapitator, 3.) Death Chest, 4.) Ingame Info (which doesn't display my score,) and 5.) OptiFine. THAT'S ALL --- yet it's taken me a staggering number of hours running through dead ends, less than adequate instructions for beginners, incompatibilities, and more --- all with a learning curve that's not so much a curve as it a fractured disaster resembling the remains of a Creeper attack.
So I decided to give "Starting Inventory" a shot --- and guess what, yep.... nothing.
I go back to review the numbers I entered and review the example shown; boom, I run into a brick wall. The spoiler example shows an apple entered as "160" yet in the Minecraft chart apple is listed as decimal 260 and hex 104. Huh? Besides neither matching the spoiler example, the instructions say nothing about whether to use decimal or hex or how to differentiate them. And why a picture of a config file with no mention of what it is, where it is, or whether anything needs to be done to it? Am I frustrated? Hmmm... that's putting it mildly.
You have anger issues.
Also, I can't fix the score issue... try killing a few mobs and collecting their XP orbs and then dying. Notice how the death screen reports your score as 0? That's the bug. It's right there in vanilla Minecraft.
Oh, and Starting Inventory has been reported to not work on Forge. I realize that might have been nice to know before you downloaded it (I'll make sure it's on the known issues list, not that you would have read it...), but I can't fix your impatience or bad attitude. Maybe you should just go back to playing vanilla MC. Then at least you would know what to expect.
Edit: BTW, since you can't be bothered to read the whole OP: Installation/Config:
The mod .txt files are saved in the folder ".minecraft/mods/daftpvf". If this folder doesn't exist, it will be created when you run Minecraft.
Config files are created at ".minecraft/config/" as "mod_modname.cfg".
From the StartingInventory section:
The file can be found at .minecraft/mods/daftpvf/startingInventory.txt
You can add items in 3 ways:
1. Using only the id:
160
= a single apple.
2. Using the id and the quantity, separated with a ',':
4, 128
= 2 stacks of cobblestone.
3. Using the id, the quantity and the damage value:
351, 10, 4
= 10 lapis-lazuli dyes.
You can use more lines for more items:
1, 20
257
= 20 stone blocks and 1 iron pickaxe.
Ids for downloaded items and blocks are also accepted.
I was just curious if you changed how treecapitator would work with Chainsaws from Industrailcraft since TreeCapitator vFML 1.3.2r03? it seems now if the tree is big enough TreeCapitator will eat my chainsaw as opposed to using power and the Item Damage bar does not properly reflect how much power is left. Just to be clear, I love the mod! I don't want this to seem like I am whining for you to fix what *may or may not* be broken, just making you aware of the incompatiblity.
I was just curious if you changed how treecapitator would work with Chainsaws from Industrailcraft since TreeCapitator vFML 1.3.2r03? it seems now if the tree is big enough TreeCapitator will eat my chainsaw as opposed to using power and the Item Damage bar does not properly reflect how much power is left. Just to be clear, I love the mod! I don't want this to seem like I am whining for you to fix what *may or may not* be broken, just making you aware of the incompatiblity.
No, there isn't currently any custom code to handle how damage is applied to any mod tools. Maybe I could make a separate item damage blacklist that would allow the listed items to chop trees but would not apply vanilla damage to them. Something like that would make sense for IC2 items that run on power. The other option is to just disable item damage, although I assume you already know that's an option.
Score bug: check/got it. Perhaps it should be removed from your options list?
Config file: check/got it. Since nothing needs to be done to it (with either mod,) why mention it in the first place?
One mod requires Forge, the other can't work with Forge. That means one goes into my MagicLauncher and the other goes....?
Anger issue? I call it frustration, you can call it what you may. As a retired computer applications analyst, I'm more than familiar with the need for detailed, thorough, easily understood and properly placed documentation -- which is just as important as the computer program itself, for it makes no sense to design software people can't easily use. Documentation is a royal pain in the ass but it's what drives repeat business.
I understand very few game modders are professional programmers -- but I can't help looking at them as such because they are still programmers of a sort, and there is potential reward for some of them in the future. Are my expectations too high, okay, yes they are. Do I get irritated? Absolutely. I just wish modders were schooled in some way the importance and value of excellence in documentation. Those who understand; those best able to communicate with beginners (for all software users start as beginners) are the ones with the best chance of future success should they be interested in continuing.
Perhaps it would be useful if veterans once in a while put on their old beginner robes to remind themselves not everyone knows what to do with every piece of custom content. What may be simple and obvious to a veteran may be as alien as Mars to a beginner.
You also show a portion of a config file but I don't see anything that tells me the name of the config file or where to find it.
It seems to work -- without going into any config files.
Mod worked briefly... then I changed a few tags and all hell broke loose. Forge showed 12 errors and the game crashed.
I fixed an error in my tags then tried to run MagicLauncher but there were no mods listed in it! ML dumped out all the mods! Put the mods back in but still have 12 errors in Forge.
So typical... one small glitch and everything goes to hell.
I don't use ModLoader; only Forge. Can this present a problem?
Will have to spend ever more time dealing with mods instead of playing the game; same old story of frustration.
Did a standard login with update and that fixed the problem (enabled me to reload my mods into the MagicLauncher.) Crimany, what a convoluted system for modding a game! (I wish I had a dollar for the total user hours spent trying to figure out this insane system -- not to mention the glitches every time I change texture packs.)
Hmm....and now my axe doesn't take down a whole tree after I updated THAT mod. Good grief. WHY????
Also, the contents of ForgeModLoader-client-0.log would be very helpful.
Yes, the code is implemented to call the Item.damageItem method for each block broken (provided that the damageMultiplier value is 1.0 or greater). If damageMultiplier is less than 1.0 (say 0.25), the code will incrementally add up the item damage on each block break and will only call Item.damageItem() when the accrued damage is >= 1.0 (so for 0.25 the damage will be applied on every 4th block broken in the chain). If the breaking chain ends and there is leftover damage accrued, this damage is not applied to the item (it can't be applied since it would be a decimal between 0.0 and 1.0).
Very happy with the older version thank you.
I changed some of the config options, to let the shears work and to make the whole tree come down even if the axe didn't have enough left to do it.
Here are three examples: http://imgur.com/a/DM9iH
I am running FML v4.1.4.295 and TreeCapitator vFML 1.3.2r03 among other things. Tests were done in creative on SuperFlat with all 4 tree types and a diamond axe. I am also using NEI v1.4.0.2 in the test and used it to switch to survival before cutting each tree. Jungle trees seem to error at the very top (But that is to be expected) and both oak and spruce seem to error at the very bottom when the leaves are either on or just above the ground.
Not really complaining, just providing info. These mods rock by the way. And I'll take TreeCapitator over Timber! or TreeFeller any day. Can't wait for mod trees to work too.
It may appear that way because my description of the problem was itself poor, I apologize for that. What I should have said was that in a jungle biome rev.2 cleared all the leaves around single-block trees but the new version doesn't. This is a significant change because the new version forces me to spend half my time chopping leaves.
Everything seems to be working okay - except - the score in my games is always 0. If there's an error in my text below, I'm not spotting it.
<left>Day <day>, &2<fps>&f fps
<center> &4<username>&f
Score: <score>
<right>Light level: &2<light>&f
Heading: &2<roughdirection>&f
Elevation: &2<y>&f
The score being 0 is a vanilla bug that was introduced in the 1.3 update, most likely due to the SP/MP merge. Prior to 1.3 the score value was always 0 when in MP. Thanks for sharing your test results... I'm pretty sure I know why that's happening. I made a slight change in the code to fix an issue where damage was being applied twice for the first block only, so basically when the code gets down to the leaf-breaking part it thinks that those leaves belong to another tree due to having a log block near them (the first block is actually broken last, it's hard to explain) and decides to ignore them. I'll have to find a way around that. Please post your config contents in a spoiler as well as the actual error log. Otherwise I have no way to help you.
The issue was definitely related to chopping down trees when leaves are one level above the block you initially chop. I just released a new version that fixes that along with one other minor issue with the needItem option. Sorry for the issue!
Hard to explain..but makes a strange sort of sense.
You Sir,....Are the bomb!
Keep up the awesomeness.
EDIT:
Regarding MagicLauncher:
While I like it and used to use it, I ran into the same problem of "losing" all of my mods to a crash. Sometimes it just changes "SomeMod.zip" to "SomeMod.zipX" or something like that which causes it not to recognize the mods at all. I also didn't like how much it interfered with the regular MC install.
Then I found MultiMC(http://www.forkk.net/MultiMC4/) much cleaner and easier to work with if you ask me. Also, MultiMC is updated to take advantage of the "coremods" folder that was added with 1.3, something that MagicLauncher has yet to do. And as I also use NEI ,which is a core mod, this is something that I like. MultiMC also doesn't interfere with the regular MC install and you can't "lose" your mods to a crash because it keeps a separate folder for downloaded mods vs your installed mods. Very nice IMO. And as I spend a lot of time tinkering with mods(currently running 61, but have had up to 80) it saves me a LOT of time.
My texture pack is "Sparkfire" and my few mods are: 1. Forge, 2.) Treecapitator, 3.) Death Chest, 4.) Ingame Info (which doesn't display my score,) and 5.) OptiFine. THAT'S ALL --- yet it's taken me a staggering number of hours running through dead ends, less than adequate instructions for beginners, incompatibilities, and more --- all with a learning curve that's not so much a curve as it a fractured disaster resembling the remains of a Creeper attack.
So I decided to give "Starting Inventory" a shot --- and guess what, yep.... nothing.
I go back to review the numbers I entered and review the example shown; boom, I run into a brick wall. The spoiler example shows an apple entered as "160" yet in the Minecraft chart apple is listed as decimal 260 and hex 104. Huh? Besides neither matching the spoiler example, the instructions say nothing about whether to use decimal or hex or how to differentiate them. And why a picture of a config file with no mention of what it is, where it is, or whether anything needs to be done to it? Am I frustrated? Hmmm... that's putting it mildly.
Also, I can't fix the score issue... try killing a few mobs and collecting their XP orbs and then dying. Notice how the death screen reports your score as 0? That's the bug. It's right there in vanilla Minecraft.
Oh, and Starting Inventory has been reported to not work on Forge. I realize that might have been nice to know before you downloaded it (I'll make sure it's on the known issues list, not that you would have read it...), but I can't fix your impatience or bad attitude. Maybe you should just go back to playing vanilla MC. Then at least you would know what to expect.
Edit: BTW, since you can't be bothered to read the whole OP:
Installation/Config:
The file can be found at .minecraft/mods/daftpvf/startingInventory.txt
You can add items in 3 ways:
1. Using only the id:
= a single apple.
2. Using the id and the quantity, separated with a ',':
= 2 stacks of cobblestone.
3. Using the id, the quantity and the damage value:
= 10 lapis-lazuli dyes.
You can use more lines for more items:
= 20 stone blocks and 1 iron pickaxe.
Ids for downloaded items and blocks are also accepted.
All the ids can be found here.
Config file: check/got it. Since nothing needs to be done to it (with either mod,) why mention it in the first place?
One mod requires Forge, the other can't work with Forge. That means one goes into my MagicLauncher and the other goes....?
Anger issue? I call it frustration, you can call it what you may. As a retired computer applications analyst, I'm more than familiar with the need for detailed, thorough, easily understood and properly placed documentation -- which is just as important as the computer program itself, for it makes no sense to design software people can't easily use. Documentation is a royal pain in the ass but it's what drives repeat business.
I understand very few game modders are professional programmers -- but I can't help looking at them as such because they are still programmers of a sort, and there is potential reward for some of them in the future. Are my expectations too high, okay, yes they are. Do I get irritated? Absolutely. I just wish modders were schooled in some way the importance and value of excellence in documentation. Those who understand; those best able to communicate with beginners (for all software users start as beginners) are the ones with the best chance of future success should they be interested in continuing.
Perhaps it would be useful if veterans once in a while put on their old beginner robes to remind themselves not everyone knows what to do with every piece of custom content. What may be simple and obvious to a veteran may be as alien as Mars to a beginner.
Respectfully,
Tim in Wilmington, NC