It says that the addons aren't needed after 1.4.5r1 but I have 1.4.5 r4 and when I try to cut down a fir tree in EXBL, it doesn't work. Also, 1.4.5r5 gives me a crash, but it's probably because of some other mod I have, and it's not a big deal, so I won't post the report.
Is there any way to get the Forge version of TreeCapitator to work under Magic Launcher? I've put it into the coremods folder as instructed, but I keep getting this error:
2013-02-07 17:34:50 [SEVERE] [ForgeModLoader] The following problems were captured during this phase
2013-02-07 17:34:50 [SEVERE] [ForgeModLoader] Caught exception from TreeCapitator
java.lang.NoSuchMethodError: bspkrs.util.ModVersionChecker.checkVersionWithLoggingBySubStringAsFloat(II)V
at bspkrs.treecapitator.fml.TreeCapitatorMod.preInit(TreeCapitatorMod.java:271)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
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:140)
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:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:486)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:722)
2013-02-07 17:35:01 [INFO] [STDERR] cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: bspkrs.util.ModVersionChecker.checkVersionWithLoggingBySubStringAsFloat(II)V
2013-02-07 17:35:01 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
2013-02-07 17:35:01 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:487)
2013-02-07 17:35:01 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
2013-02-07 17:35:01 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:410)
2013-02-07 17:35:01 [INFO] [STDERR] at asq.a(SourceFile:56)
2013-02-07 17:35:01 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:744)
2013-02-07 17:35:01 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:722)
2013-02-07 17:35:01 [INFO] [STDERR] Caused by: java.lang.NoSuchMethodError: bspkrs.util.ModVersionChecker.checkVersionWithLoggingBySubStringAsFloat(II)V
2013-02-07 17:35:01 [INFO] [STDERR] at bspkrs.treecapitator.fml.TreeCapitatorMod.preInit(TreeCapitatorMod.java:271)
2013-02-07 17:35:01 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-02-07 17:35:01 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2013-02-07 17:35:01 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-02-07 17:35:01 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-02-07 17:35:01 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
2013-02-07 17:35:01 [INFO] [STDERR] at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
2013-02-07 17:35:01 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-02-07 17:35:01 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2013-02-07 17:35:01 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
2013-02-07 17:35:01 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-02-07 17:35:01 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2013-02-07 17:35:01 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-02-07 17:35:01 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2013-02-07 17:35:01 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2013-02-07 17:35:01 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
2013-02-07 17:35:01 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:486)
2013-02-07 17:35:01 [INFO] [STDERR] ... 5 more
And I'd really like to be able to use the forge version over the ML version, as the ML version doesn't appear to automatically pick up on the trees/logs added by other mods (in particular ThaumCraft3)
For reference, this error is caused because all my mods use at least 1 common java class, ModVersionChecker, and when Magic Launcher loads up the mods the newer version of ModVersionChecker is being overridden by an older version (from one of the other mods that use it). If you are seeing the error and TreeCapitator is being loaded last, make it first. If the reverse is true and it's being loaded last, make it first.
What I really need to do is create a bspkrsCore mod that can be updated separately from the rest of the mods. I've been putting it off because undoubtedly people will biatch and (knowing me) it probably won't work right at first anyway.
It says that the addons aren't needed after 1.4.5r1 but I have 1.4.5 r4 and when I try to cut down a fir tree in EXBL, it doesn't work. Also, 1.4.5r5 gives me a crash, but it's probably because of some other mod I have, and it's not a big deal, so I won't post the report.
The addon mods are no longer needed, but you still have to configure the mod tree blocks in the TreeCapitator config file. Only the latest releases for 1.4.6 have default config coverage of other mods' trees.
- added dimension and biome blacklists
need + another fix
mod Dimensional Doors(http://www.minecraft...h-fancy-opengl/), the generation of the worlds again it hangs the server. Remove your mod world is created almost immediately
I hope you can fix it.
the black list can not add it. (does not help)
his world number 2 + it is created by a bunch of worlds for themselves.
possible in this case.
and yes, after the use of black sheet steel worlds quickly loaded, thank you
But without your mod worlds are generated faster. may need to further develop that no matter what he did not address how the worlds of black leaf and biomes.
because of what it slows the creation of the world, the worlds in the black list.
Verify and do everything in your power, I hope you succeed.
I have a lot of mods installed and things immediately noticeable.
use parameters
-XX:+TraceClassUnloading -XX:+TraceClassLoading
and when there is a line
[Loaded thaumcraft.common.world.WorldGenGreatwoodTrees from jar:file:/G:/MaincraftNEW/145/Client_1.4.5_Final_no_water/instances/147svTEST/Server/mods/Thaumcraft3.0.3.zip!/thaumcraft/common/world/WorldGenGreatwoodTrees.class]
[Loaded bspkrs.floatingruins.WorldGenFloatingIsland from jar:file:/G:/MaincraftNEW/145/Client_1.4.5_Final_no_water/instances/147svTEST/Server/mods/%5B1.4.6%5DFloatingRuins.Forge.1.4.6.r04.Universal.zip!/bspkrs/floatingruins/WorldG
enFloatingIsland.class]
then the world is either created in 10 minutes (at best) or not at all created (may need to wait half an hour or an hour, but this is a perversion)
I remove the mod and after the line "thaumcraft" almost immediately comes the creation of the world.
I will wait for updates
Please post a link to your ForgeModLoader-client-0.log file contents. Use a site like pastebin.com or pastie.org. I can look into ways of optimizing the current world gen, but it will be a major refactoring. I attempted to refactor it a few months ago to use a world ticker to allow worldgen to continue while generating a floating island, but it was a bigger effort than I was able to take on at the time.
The addon mods are no longer needed, but you still have to configure the mod tree blocks in the TreeCapitator config file. Only the latest releases for 1.4.6 have default config coverage of other mods' trees.
I see the trees in the config file, but how do I enable them?
I see the trees in the config file, but how do I enable them?
You mentioned you are running 1.4.5, right? Anything specific keeping you on 1.4.5 instead of 1.4.7? All the latest TreeCapitator code is in 1.4.6... you will be missing out on bugfixes and other code changes since the last release of 1.4.5.
Can you provide a ForgeModLoader-client-0.log? Use pastie.org or similar.
You mentioned you are running 1.4.5, right? Anything specific keeping you on 1.4.5 instead of 1.4.7? All the latest TreeCapitator code is in 1.4.6... you will be missing out on bugfixes and other code changes since the last release of 1.4.5.
Yes, actually. I have more than 20 mods, and it would be a pain to update all of them. I also have to back up my .minecraft, just in case anything goes wrong, and it takes forever for that thing to copy.
I did just add a dimensionIDBlackList setting, so you can try adding the DivineRPG dimension IDs to it to avoid getting floating ruins generation there.
NICE! Actually, the floating ruins in twilight forest was the reason I dropped this. Now to put it back in.
Now, for the fun part. Some people will want "all but specified worlds" -- for example, disable it in twilight forest, and overworld; leave it on for mystcraft ages. (yet another reason to go exploring). Others will want it "Only on specific worlds" -- Dimensional Doors is another mod that generates lots of dimensions, but they are nothing like overword/ages.
Good luck coming to a solution that pleases everyone.
Request: Can you provide a mystcraft symbol for generating floating ruins? The idea is that if I have the default set to 1 chunk in 1600, then if the symbol is written once, I get 1 per 1600; if it's written 5 times I get 5 per 1600. And if not written, none. Is this doable on your end?
===
TreeCapitator, 146 r03, I am unable to chop the twilight forest swamp trees. These are the ones with roots going at a diagonal. I did not expect the roots to cut because there are no wood blocks above them going up to leafs; but when I climb up to the trunk, it still does not chop.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'm betting this may have been asked before but I'm having an odd issue. Sometimes when I chop down a tree with a normal axe or a mod added axe (RP2 axes) the tree drops the logs but I can still see the tree unless I log out then back in. I get no errors when I do this so I can continue to play but I want to do a let's play soon and don't want to have to keep reloading my world to remove trees. Is this a bug with the current version of treecapitator or is it something I'm doing?
I came back to modding Minecraft after a hiatus and it looks like all the mods I used to use have switched to using Forge - All except your Crystal Wing mod. I hate to be 'that guy', but any chance for a Forge version in the future?
Can you provide a ForgeModLoader-client-0.log? Use pastie.org or similar.
Well I know the issue is because I'm not using the latest version of Forge, I'm still on version 4.7.22.539 which is the version included in the latest Feed The Beast build. Just thought I'd raise awareness in case any other FTB users are having issues. I can still post the log if you'd like, though.
I'm betting this may have been asked before but I'm having an odd issue. Sometimes when I chop down a tree with a normal axe or a mod added axe (RP2 axes) the tree drops the logs but I can still see the tree unless I log out then back in. I get no errors when I do this so I can continue to play but I want to do a let's play soon and don't want to have to keep reloading my world to remove trees. Is this a bug with the current version of treecapitator or is it something I'm doing?
I'm having exactly the same issue. What other mods are you running?
NICE! Actually, the floating ruins in twilight forest was the reason I dropped this. Now to put it back in.
Now, for the fun part. Some people will want "all but specified worlds" -- for example, disable it in twilight forest, and overworld; leave it on for mystcraft ages. (yet another reason to go exploring). Others will want it "Only on specific worlds" -- Dimensional Doors is another mod that generates lots of dimensions, but they are nothing like overword/ages.
Good luck coming to a solution that pleases everyone.
Request: Can you provide a mystcraft symbol for generating floating ruins? The idea is that if I have the default set to 1 chunk in 1600, then if the symbol is written once, I get 1 per 1600; if it's written 5 times I get 5 per 1600. And if not written, none. Is this doable on your end?
I might be able to come up with something, but you probably shouldn't hold your breath.
TreeCapitator, 146 r03, I am unable to chop the twilight forest swamp trees. These are the ones with roots going at a diagonal. I did not expect the roots to cut because there are no wood blocks above them going up to leafs; but when I climb up to the trunk, it still does not chop.
What info would you need to decipher this one?
Make sure allowDebugLogging=true, run MC, try to chop down one of those trees, then send me the FML log for that session. There should be some output in the log towards the end after the world is loaded that indicates what the TC logic is doing.
I came back to modding Minecraft after a hiatus and it looks like all the mods I used to use have switched to using Forge - All except your Crystal Wing mod. I hate to be 'that guy', but any chance for a Forge version in the future?
Probably not from me. I am trying to drop support for CrystalWing, actually. That being said, did you try it using Forge? Forge provides support that works for *most* ModLoader mods.
I'm betting this may have been asked before but I'm having an odd issue. Sometimes when I chop down a tree with a normal axe or a mod added axe (RP2 axes) the tree drops the logs but I can still see the tree unless I log out then back in. I get no errors when I do this so I can continue to play but I want to do a let's play soon and don't want to have to keep reloading my world to remove trees. Is this a bug with the current version of treecapitator or is it something I'm doing?
I'm having exactly the same issue. What other mods are you running?
Does this happen with specific trees/mods or is it more random? I haven't seen this issue in testing, but it sounds like it may be some kind of vanilla bug with how the server informs the client of updates to the world.
Yes, actually. I have more than 20 mods, and it would be a pain to update all of them. I also have to back up my .minecraft, just in case anything goes wrong, and it takes forever for that thing to copy.
I don't think I can really help then... it's hard enough to provide support for the latest version.
I looked through quite a few pages, apparently other people are having the issue. Oddly, it seems random, regardless of the mod (i've only used a vanilla iron axe), even some normal trees seem broken. The tree blocks are still there (sans the one I attacked), the wood and saplings drop, but the tree is still physically there, but if I destroy it, nothing else drops.
I might be able to come up with something, but you probably shouldn't hold your breath.
Make sure allowDebugLogging=true, run MC, try to chop down one of those trees, then send me the FML log for that session. There should be some output in the log towards the end after the world is loaded that indicates what the TC logic is doing.
Probably not from me. I am trying to drop support for CrystalWing, actually. That being said, did you try it using Forge? Forge provides support that works for *most* ModLoader mods.
Does this happen with specific trees/mods or is it more random? I haven't seen this issue in testing, but it sounds like it may be some kind of vanilla bug with how the server informs the client of updates to the world.
I don't think I can really help then... it's hard enough to provide support for the latest version.
Its okay. Just, what is the name of the option in the config file to enable cutting down of trees?
Please post a link to your ForgeModLoader-client-0.log file contents. Use a site like pastebin.com or pastie.org. I can look into ways of optimizing the current world gen, but it will be a major refactoring. I attempted to refactor it a few months ago to use a world ticker to allow worldgen to continue while generating a floating island, but it was a bigger effort than I was able to take on at the time.
Yes of course I will send tomorrow. server and client?
you get my message right? I understand very little English))
and a refinement of the two worlds of DRPG normally created. and others hang, and the mod with doors same story. 1 door has generated and the second hung. I waited 4 hours. thank you for what you want to help.
Many authors simply ignore ....
I looked through quite a few pages, apparently other people are having the issue. Oddly, it seems random, regardless of the mod (i've only used a vanilla iron axe), even some normal trees seem broken. The tree blocks are still there (sans the one I attacked), the wood and saplings drop, but the tree is still physically there, but if I destroy it, nothing else drops.
After some research... oddly the only trees that I had the problem with are vanilla trees. The giant rubberwood trees from another mod are always felled no problem. If I figure anything else out I'll let you know, I know it's not your job to find conflicts with other mods and such, but I know it helps to get more users, and I love the idea of the mod and the support you've given.
Is there any way to fix it?
What I really need to do is create a bspkrsCore mod that can be updated separately from the rest of the mods. I've been putting it off because undoubtedly people will biatch and (knowing me) it probably won't work right at first anyway. The addon mods are no longer needed, but you still have to configure the mod tree blocks in the TreeCapitator config file. Only the latest releases for 1.4.6 have default config coverage of other mods' trees.
You mentioned you are running 1.4.5, right? Anything specific keeping you on 1.4.5 instead of 1.4.7? All the latest TreeCapitator code is in 1.4.6... you will be missing out on bugfixes and other code changes since the last release of 1.4.5.
NICE! Actually, the floating ruins in twilight forest was the reason I dropped this. Now to put it back in.
Now, for the fun part. Some people will want "all but specified worlds" -- for example, disable it in twilight forest, and overworld; leave it on for mystcraft ages. (yet another reason to go exploring). Others will want it "Only on specific worlds" -- Dimensional Doors is another mod that generates lots of dimensions, but they are nothing like overword/ages.
Good luck coming to a solution that pleases everyone.
Request: Can you provide a mystcraft symbol for generating floating ruins? The idea is that if I have the default set to 1 chunk in 1600, then if the symbol is written once, I get 1 per 1600; if it's written 5 times I get 5 per 1600. And if not written, none. Is this doable on your end?
===
TreeCapitator, 146 r03, I am unable to chop the twilight forest swamp trees. These are the ones with roots going at a diagonal. I did not expect the roots to cut because there are no wood blocks above them going up to leafs; but when I climb up to the trunk, it still does not chop.
What info would you need to decipher this one?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well I know the issue is because I'm not using the latest version of Forge, I'm still on version 4.7.22.539 which is the version included in the latest Feed The Beast build. Just thought I'd raise awareness in case any other FTB users are having issues. I can still post the log if you'd like, though.
I'm having exactly the same issue. What other mods are you running?
Make sure allowDebugLogging=true, run MC, try to chop down one of those trees, then send me the FML log for that session. There should be some output in the log towards the end after the world is loaded that indicates what the TC logic is doing. Probably not from me. I am trying to drop support for CrystalWing, actually. That being said, did you try it using Forge? Forge provides support that works for *most* ModLoader mods.
Does this happen with specific trees/mods or is it more random? I haven't seen this issue in testing, but it sounds like it may be some kind of vanilla bug with how the server informs the client of updates to the world. I don't think I can really help then... it's hard enough to provide support for the latest version.
Its okay. Just, what is the name of the option in the config file to enable cutting down of trees?
Yes of course I will send tomorrow. server and client?
you get my message right? I understand very little English))
and a refinement of the two worlds of DRPG normally created. and others hang, and the mod with doors same story. 1 door has generated and the second hung. I waited 4 hours. thank you for what you want to help.
Many authors simply ignore ....
Sorry for bad English
After some research... oddly the only trees that I had the problem with are vanilla trees. The giant rubberwood trees from another mod are always felled no problem. If I figure anything else out I'll let you know, I know it's not your job to find conflicts with other mods and such, but I know it helps to get more users, and I love the idea of the mod and the support you've given.