I have a request for a new tag for the InGameInfo mod(actually, two tags): A times died tag(if possible), and a tag which stores the last death message(mostly because I want to keep track of how I'm dying).
Also, I don't know if this is possible yet, but is it possible to make a tag reset after a condition is met? A example use would be a "X Days without a Death" string. For each day one survives, the X increases by one. But when you die, it gets set back to zero.
I realize it likely will see little use, but I at least would have lots of use for that one example. Even a "X days since you found a diamond" string, which while it wouldn't be foolproof(in of that one could reset it by dropping a diamond and picking it up), it could be useful.
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
You could try MultiMC. It allows for different instances of MC but has given me no issues with any mods.
Well, it appears that MultiMC solves several mod problems I had with Magic Launcher. Aside from resolving the problem with Treecapitator, it also stopped Wuppy's Mods from crashing the client if ID Resolver was running, and it stopped XyCraft from crashing the server during world loading/creation.
Lesson Learned: Never use Magic Launcher for anything again.
Okay, I've got a problem, but I think I know the cause, just not how to fix it.
I'm using TreeCapitator (1.4.6.r06), Thaumcraft 3 (3.0.3), IronChests (5.0), Floating Ruins (current release you get the idea), ARS Magica, Runic Dust Mod, and Chococraft by Torojima.
TreeCapitator has stopped functioning entirely, but it doesn't throw any errors. Any kind of ax only breaks one, EXCEPT the new ax Thaumcraft 3 just implemented, Ax of the Stream which when you use it breaks a log block per swing starting from the top of the tree working it's way down. Something tells me the code for Thaumcraft 3's new ax and your code are screwing with each other some how but not enough to make the game throw an error log at me.
I'm going to leave a duplicate of this message on Thaumcraft 3's page. Hopefully it's not a big problem as I love both of your mods and would HATE to have to choose one over the other. Your mod makes so much sense, honestly it should be how vanilla works.
Can Treecapitator work on an FTB server? Specifically can I install it on a server running the Direwolf20 pack (v5.0.1) or the MindCrack pack (v8.0.1). I've read through the last several pages of the thread without finding mention of it. I'd search but forum search is worthless.
Okay, I've got a problem, but I think I know the cause, just not how to fix it.
I'm using TreeCapitator (1.4.6.r06), Thaumcraft 3 (3.0.3), IronChests (5.0), Floating Ruins (current release you get the idea), ARS Magica, Runic Dust Mod, and Chococraft by Torojima.
TreeCapitator has stopped functioning entirely, but it doesn't throw any errors. Any kind of ax only breaks one, EXCEPT the new ax Thaumcraft 3 just implemented, Ax of the Stream which when you use it breaks a log block per swing starting from the top of the tree working it's way down. Something tells me the code for Thaumcraft 3's new ax and your code are screwing with each other some how but not enough to make the game throw an error log at me.
I'm going to leave a duplicate of this message on Thaumcraft 3's page. Hopefully it's not a big problem as I love both of your mods and would HATE to have to choose one over the other. Your mod makes so much sense, honestly it should be how vanilla works.
On my server, I got the latest treecapitator version, along with latest version of thaumcraft and about 70+ other mods, including the same as you (exept ars magica) and treecapitator works perfectly, but I had to delete the old treecapitator config for it to work or it would do exactly what you mention. Try deleting the treecapitator config and see if it work, but I can confirm its not a bug between trecapitator and thaumcraft.
On my server, I got the latest treecapitator version, along with latest version of thaumcraft and about 70+ other mods, including the same as you (exept ars magica) and treecapitator works perfectly, but I had to delete the old treecapitator config for it to work or it would do exactly what you mention. Try deleting the treecapitator config and see if it work, but I can confirm its not a bug between trecapitator and thaumcraft.
Okay, I've got a problem, but I think I know the cause, just not how to fix it.
I'm using TreeCapitator (1.4.6.r06), Thaumcraft 3 (3.0.3), IronChests (5.0), Floating Ruins (current release you get the idea), ARS Magica, Runic Dust Mod, and Chococraft by Torojima.
TreeCapitator has stopped functioning entirely, but it doesn't throw any errors. Any kind of ax only breaks one, EXCEPT the new ax Thaumcraft 3 just implemented, Ax of the Stream which when you use it breaks a log block per swing starting from the top of the tree working it's way down. Something tells me the code for Thaumcraft 3's new ax and your code are screwing with each other some how but not enough to make the game throw an error log at me.
I'm going to leave a duplicate of this message on Thaumcraft 3's page. Hopefully it's not a big problem as I love both of your mods and would HATE to have to choose one over the other. Your mod makes so much sense, honestly it should be how vanilla works.
I had the same problem as most of these people. It was driving me nuts.
If you delete your config file, things should start working.
It did for me.
Thanks
Bobster71
I had the same problem as most of these people. It was driving me nuts.
If you delete your config file, things should start working.
It did for me.
Thanks
Bobster71
How can i force this tricky mod to work? I havent strengh to toying with all configs. Im using RedPower, MineFactory Reloaded, Buildcraft and if relased in near future IC2. Moreover, Forge version 6 (minecraftforge-universal-1.4.7-6.6.0.497), downloaded file ([1.4.6]TreeCapitator.Forge.1.4.6.r06.Uni.CoreMod.jar) is in /minecraft/mods.
IC2 has actually been updated, its just not shown on the wiki, we now have acess to the jenkins build. you can get the latest version here -- http://141.28.27.36:8080/
As mentioned before, you need to delete your old treecapitator config for the latest version to work, worked for me at least.
Ive deleted its config, downloaded last one founded here (http://dl.dropbox.co...test/index.html) and created new config file with code from lower text box from here (pastebin.com/kKGA4D36), still nothing.
Why did you make a config yourself, why not let the mod generate its own and try with that ?
Also, I just reread your post, treecapitator goes in coremods folder, not mod !
Think we could get some built in compatibility for Metallurgy 2? There are like 38 axes in that, and it'll be easier if you don't have to put all those ID's in the config by hand. Thanks <3
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.
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.
(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?
(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?
hmm... I just tried the existing code in Forge 6.6.0.518 and it works fine in Eclipse. Have you tried increasing the value of tickWindow? I can't think of any other reason it wouldn't be working.
I went as far as 200, but didn't really think to mess with it too much since it says this is really just for slow comps. I'm on i5 here so maps load pretty fast to begin with, I'll try build 518 too I guess. how high would it be practical to set this for, if there's a more reliable value that wouldn't affect load times too much then shouldn't it be the default?
update: yea build 518 made all the difference, works perfectly now. but then I get the treecap problems! vanilla axes chop ok, but the default mod axe subsets defined in config (ic2, rp2, etc) do not, even tried adding the item ids manually. also certain options like allowMoreBlocksThanDamage have no effect, even on vanilla axes.
Welp, odd, I disabled optifine of all things and now it works fine. Chopped down a few dozen oak and birch trees and didn't have the problem once.
this actually explains alot, good that you tried it and saved us the time. it's because of the way optifine is installed, in order for this to be compatible with forge it has to merge/overwrite base classes, by updating his own versions along with them. so the above problems are obviously version mismatch, pretty much all we can do is try latest dev build, or do without. it's usually noted which forge build they were compiled against on the description, pick matching ones.
*update: patch to optifine D3, this is supposedly built on forge 518. nope, still broken. vanilla axes work, no mod axes, r06. what version forge you on?
I get this with Floating Ruins Forge 1.4.6 r04 Universal when trying to make a new world, it loads fine on premade worlds, haven't checked to see if floating ruins actually get generated yet. ;_; (MC 1.4.7 of course.) Not even 10 seconds later and I get this with Floating ruins loaded up on a pre-existing world after generating new chunks.
Exception in server tick loop
java.lang.NoSuchMethodError: bspkrs.util.CommonUtils.isIDInList(ILjava/lang/String;)Z
at bspkrs.floatingruins.FloatingRuins.generateSurface(FloatingRuins.java:79)
at bspkrs.floatingruins.fml.FloatingRuinsWorldGenerator.generate(FloatingRuinsWorldGenerator.java:20)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:91)
at im.a(ChunkProviderServer.java:259)
at zz.a(Chunk.java:1258)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:47)
at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
at ik.d(PlayerManager.java:338)
at gm.d(ServerConfigurationManager.java:220)
at iv.a(NetServerHandler.java:410)
at eb.a(SourceFile:136)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
2013-02-11 01:15:03 [INFO] [STDOUT] Unable to find spawn biome
2013-02-11 01:15:04 [INFO] [STDERR] t: Exception getting block type in world
2013-02-11 01:15:04 [INFO] [STDERR] at yc.<init>(World.java:303)
2013-02-11 01:15:04 [INFO] [STDERR] at in.<init>(WorldServer.java:103)
2013-02-11 01:15:04 [INFO] [STDERR] at WorldServerOF.<init>(WorldServerOF.java:30)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.a(IntegratedServer.java:50)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.c(IntegratedServer.java:137)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
2013-02-11 01:15:04 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-02-11 01:15:04 [INFO] [STDERR] Caused by: java.lang.NoSuchMethodError: bspkrs.util.CommonUtils.isIDInList(ILjava/lang/String;)Z
2013-02-11 01:15:04 [INFO] [STDERR] at bspkrs.floatingruins.FloatingRuins.generateSurface(FloatingRuins.java:79)
2013-02-11 01:15:04 [INFO] [STDERR] at bspkrs.floatingruins.fml.FloatingRuinsWorldGenerator.generate(FloatingRuinsWorldGenerator.java:20)
2013-02-11 01:15:04 [INFO] [STDERR] at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:91)
2013-02-11 01:15:04 [INFO] [STDERR] at im.a(ChunkProviderServer.java:259)
2013-02-11 01:15:04 [INFO] [STDERR] at zz.a(Chunk.java:1253)
2013-02-11 01:15:04 [INFO] [STDERR] at im.c(ChunkProviderServer.java:153)
2013-02-11 01:15:04 [INFO] [STDERR] at im.d(ChunkProviderServer.java:166)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.e(World.java:524)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.a(World.java:404)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.c(World.java:433)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.b(World.java:375)
2013-02-11 01:15:04 [INFO] [STDERR] at aaq.a(WorldProvider.java:100)
2013-02-11 01:15:04 [INFO] [STDERR] at in.b(WorldServer.java:775)
2013-02-11 01:15:04 [INFO] [STDERR] at in.a(WorldServer.java:739)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.<init>(World.java:288)
2013-02-11 01:15:04 [INFO] [STDERR] ... 6 more
2013-02-11 01:15:04 [INFO] [STDERR] java.lang.NullPointerException
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:358)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.k(MinecraftServer.java:406)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.k(IntegratedServer.java:278)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:550)
2013-02-11 01:15:04 [INFO] [STDERR] at fy.run(SourceFile:849)
Using Forge 518 with Optifine HD_U_C3
Other mods:
Matmos r21
Sign tags
Too many Items
ArmorStatusHUD v1.5
DirectionHUD v1.9
StatusEffectHUD v1.8
Reis Minimap 3.2_06
Audiotori r3 1.4.6
ChatlogToFile r3 1.4.6
Forge Painting Selection GUI 1.4.6.1
Minaptics lite r17 1.4.6
MorePlayerModels 1.4.6
I also get crashes when the version checking is enabled, don't have a crash log sorry but when I read it at the time it pointed directly to the version checking.
I get this with Floating Ruins Forge 1.4.6 r04 Universal when trying to make a new world, it loads fine on premade worlds, haven't checked to see if floating ruins actually get generated yet. ;_; (MC 1.4.7 of course.) Not even 10 seconds later and I get this with Floating ruins loaded up on a pre-existing world after generating new chunks.
Exception in server tick loop
java.lang.NoSuchMethodError: bspkrs.util.CommonUtils.isIDInList(ILjava/lang/String;)Z
at bspkrs.floatingruins.FloatingRuins.generateSurface(FloatingRuins.java:79)
at bspkrs.floatingruins.fml.FloatingRuinsWorldGenerator.generate(FloatingRuinsWorldGenerator.java:20)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:91)
at im.a(ChunkProviderServer.java:259)
at zz.a(Chunk.java:1258)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:47)
at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
at ik.d(PlayerManager.java:338)
at gm.d(ServerConfigurationManager.java:220)
at iv.a(NetServerHandler.java:410)
at eb.a(SourceFile:136)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
2013-02-11 01:15:03 [INFO] [STDOUT] Unable to find spawn biome
2013-02-11 01:15:04 [INFO] [STDERR] t: Exception getting block type in world
2013-02-11 01:15:04 [INFO] [STDERR] at yc.<init>(World.java:303)
2013-02-11 01:15:04 [INFO] [STDERR] at in.<init>(WorldServer.java:103)
2013-02-11 01:15:04 [INFO] [STDERR] at WorldServerOF.<init>(WorldServerOF.java:30)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.a(IntegratedServer.java:50)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.c(IntegratedServer.java:137)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
2013-02-11 01:15:04 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-02-11 01:15:04 [INFO] [STDERR] Caused by: java.lang.NoSuchMethodError: bspkrs.util.CommonUtils.isIDInList(ILjava/lang/String;)Z
2013-02-11 01:15:04 [INFO] [STDERR] at bspkrs.floatingruins.FloatingRuins.generateSurface(FloatingRuins.java:79)
2013-02-11 01:15:04 [INFO] [STDERR] at bspkrs.floatingruins.fml.FloatingRuinsWorldGenerator.generate(FloatingRuinsWorldGenerator.java:20)
2013-02-11 01:15:04 [INFO] [STDERR] at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:91)
2013-02-11 01:15:04 [INFO] [STDERR] at im.a(ChunkProviderServer.java:259)
2013-02-11 01:15:04 [INFO] [STDERR] at zz.a(Chunk.java:1253)
2013-02-11 01:15:04 [INFO] [STDERR] at im.c(ChunkProviderServer.java:153)
2013-02-11 01:15:04 [INFO] [STDERR] at im.d(ChunkProviderServer.java:166)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.e(World.java:524)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.a(World.java:404)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.c(World.java:433)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.b(World.java:375)
2013-02-11 01:15:04 [INFO] [STDERR] at aaq.a(WorldProvider.java:100)
2013-02-11 01:15:04 [INFO] [STDERR] at in.b(WorldServer.java:775)
2013-02-11 01:15:04 [INFO] [STDERR] at in.a(WorldServer.java:739)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.<init>(World.java:288)
2013-02-11 01:15:04 [INFO] [STDERR] ... 6 more
2013-02-11 01:15:04 [INFO] [STDERR] java.lang.NullPointerException
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:358)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.k(MinecraftServer.java:406)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.k(IntegratedServer.java:278)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:550)
2013-02-11 01:15:04 [INFO] [STDERR] at fy.run(SourceFile:849)
Using Forge 518 with Optifine HD_U_C3
Other mods:
Matmos r21
Sign tags
Too many Items
ArmorStatusHUD v1.5
DirectionHUD v1.9
StatusEffectHUD v1.8
Reis Minimap 3.2_06
Audiotori r3 1.4.6
ChatlogToFile r3 1.4.6
Forge Painting Selection GUI 1.4.6.1
Minaptics lite r17 1.4.6
MorePlayerModels 1.4.6
I also get crashes when the version checking is enabled, don't have a crash log sorry but when I read it at the time it pointed directly to the version checking.
This is because the common classes I use in most of my mods are newer in Floating Ruins than they are in one of the other mods (like ArmorStatusHUD, DirectionHUD, or StatusEffectHUD). I will soon be splitting out the common classes into a separate core package like other modders do to prevent issues like this, but until then you can fix it by taking the CommonUtils.class and ModVersionChecker.class files from the FloatingRuins zip and replace the same files in the HUD mods' zip files.
So, I've found what appears to be a definite compatibility issue. It seems Floating Ruins, when installed along with the Dimensional Doors mod, renders the pocket dimensions entirely non-functional. Entering them causes the player to fall endlessly. Not sure on whose end this is, but it's there.
Log shows nothing of value.
But it does chop multiple nearby darkwood trees.
I checked; only destroy upwards is true.
But it destroys up, across to the adjacent trees, and down to my height.
It doesn't chop anything below me, but it will chop adjacent trees down to my level.
Is that a bug, or intentional? (I consider it a bug)
I guess it could be considered a defect... I should be able to fix it without too much effort, but that won't keep the tops of neighboring from being chopped above the height where the two trees are touching.
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.
yet there was a problem with the world
Arcana DRPG
also not loaded.
removed the mod and after 5 minutes it generated. this world itself is a very long established.
do not understand why but because of the mod loading (generation) of the world hangs up, and I know I have a lot of mods installed. but without the mod world generated almost immediately.
and stop command and help do not work either
PS
I hope this is how it will help
and I also tried to create DIM1 in SSP, there was no hangs.
I forgot config http://paste.ubuntu.com/1637140/
I think despite the fact that the world is in the exclusion
mod high CPU, and for this reason, the server hangs.
yet there was a problem with the world
Arcana DRPG
also not loaded.
removed the mod and after 5 minutes it generated. this world itself is a very long established.
do not understand why but because of the mod loading (generation) of the world hangs up, and I know I have a lot of mods installed. but without the mod world generated almost immediately.
and stop command and help do not work either
PS
I hope this is how it will help
and I also tried to create DIM1 in SSP, there was no hangs.
I forgot config http://paste.ubuntu.com/1637140/
I think despite the fact that the world is in the exclusion
mod high CPU, and for this reason, the server hangs.
I think the easiest way to get to the bottom of this is to manually disable your other mods and re-enable them one by one until you see the issue. I would start with the mods that have classes listed in the first list of loaded classes you posted: http://paste.ubuntu.com/1637044/
If I had to take a guess I'd say it's a conflict with the Dungeon Pack mod, but that is just a guess and may be far from the truth.
I just did a brief test with Dungeon Pack and I don't think that's the issue. Let me know if you find anything.
Also, I don't know if this is possible yet, but is it possible to make a tag reset after a condition is met? A example use would be a "X Days without a Death" string. For each day one survives, the X increases by one. But when you die, it gets set back to zero.
I realize it likely will see little use, but I at least would have lots of use for that one example. Even a "X days since you found a diamond" string, which while it wouldn't be foolproof(in of that one could reset it by dropping a diamond and picking it up), it could be useful.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Well, it appears that MultiMC solves several mod problems I had with Magic Launcher. Aside from resolving the problem with Treecapitator, it also stopped Wuppy's Mods from crashing the client if ID Resolver was running, and it stopped XyCraft from crashing the server during world loading/creation.
Lesson Learned: Never use Magic Launcher for anything again.
I'm using TreeCapitator (1.4.6.r06), Thaumcraft 3 (3.0.3), IronChests (5.0), Floating Ruins (current release you get the idea), ARS Magica, Runic Dust Mod, and Chococraft by Torojima.
TreeCapitator has stopped functioning entirely, but it doesn't throw any errors. Any kind of ax only breaks one, EXCEPT the new ax Thaumcraft 3 just implemented, Ax of the Stream which when you use it breaks a log block per swing starting from the top of the tree working it's way down. Something tells me the code for Thaumcraft 3's new ax and your code are screwing with each other some how but not enough to make the game throw an error log at me.
I'm going to leave a duplicate of this message on Thaumcraft 3's page. Hopefully it's not a big problem as I love both of your mods and would HATE to have to choose one over the other. Your mod makes so much sense, honestly it should be how vanilla works.
My Gaming Channel:https://www.youtube.com/c/TinfoilChefsGamingChannel
On my server, I got the latest treecapitator version, along with latest version of thaumcraft and about 70+ other mods, including the same as you (exept ars magica) and treecapitator works perfectly, but I had to delete the old treecapitator config for it to work or it would do exactly what you mention. Try deleting the treecapitator config and see if it work, but I can confirm its not a bug between trecapitator and thaumcraft.
You could add the axes yourself by adding them to the config with the other axes.
I had the same problem as most of these people. It was driving me nuts.
If you delete your config file, things should start working.
It did for me.
Thanks
Bobster71
if you look, thats what I told him to do
IC2 has actually been updated, its just not shown on the wiki, we now have acess to the jenkins build. you can get the latest version here -- http://141.28.27.36:8080/
As mentioned before, you need to delete your old treecapitator config for the latest version to work, worked for me at least.
Why did you make a config yourself, why not let the mod generate its own and try with that ?
Also, I just reread your post, treecapitator goes in coremods folder, not mod !
Actually, I can do better.
Mangrove trees are defined as:
twilight_mangrove {
S:leaves=<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9
S:logs=<TwilightForest.Log>,2; <TwilightForest.Log>,6; <TwilightForest.Log>,10; <TwilightForest.Log>,14
}
Change the leaves to 2 and 10, and the trunk chops. Still doesn't chop the angled roots :-).
Thank you for the debugging output, by the way.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(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 looking at the darkwood trees. They look normal sized -- wide but short.
Until I chop them, and they drop a stack and a half, or more.
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] BlockID 2163, 3 is a log.
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] In TreeBlockBreaker.onBlockHarvested() 3, 38, 329
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Tree Chopping is not disabled.
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Top Log: 3, 44, 329
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Attempting to identify tree...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Found leaf block: 2166, 1
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Found leaf block: 2166, 1
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Found leaf block: 2166, 1
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Proceeding to chop tree...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Finding log blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Destroying log blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Finding leaf blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
2013-02-10 15:29:17 [INFO] [TreeCapitator] [DEBUG] Breaking identified blocks...
But it does chop multiple nearby darkwood trees.
I checked; only destroy upwards is true.
But it destroys up, across to the adjacent trees, and down to my height.
It doesn't chop anything below me, but it will chop adjacent trees down to my level.
Is that a bug, or intentional? (I consider it a bug)
* 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?
update: yea build 518 made all the difference, works perfectly now. but then I get the treecap problems! vanilla axes chop ok, but the default mod axe subsets defined in config (ic2, rp2, etc) do not, even tried adding the item ids manually. also certain options like allowMoreBlocksThanDamage have no effect, even on vanilla axes.
this actually explains alot, good that you tried it and saved us the time. it's because of the way optifine is installed, in order for this to be compatible with forge it has to merge/overwrite base classes, by updating his own versions along with them. so the above problems are obviously version mismatch, pretty much all we can do is try latest dev build, or do without. it's usually noted which forge build they were compiled against on the description, pick matching ones.
*update:
patch to optifine D3, this is supposedly built on forge 518.nope, still broken. vanilla axes work, no mod axes, r06. what version forge you on?(MC 1.4.7 of course.)Not even 10 seconds later and I get this with Floating ruins loaded up on a pre-existing world after generating new chunks.java.lang.NoSuchMethodError: bspkrs.util.CommonUtils.isIDInList(ILjava/lang/String;)Z
at bspkrs.floatingruins.FloatingRuins.generateSurface(FloatingRuins.java:79)
at bspkrs.floatingruins.fml.FloatingRuinsWorldGenerator.generate(FloatingRuinsWorldGenerator.java:20)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:91)
at im.a(ChunkProviderServer.java:259)
at zz.a(Chunk.java:1258)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:47)
at ik.getOrCreateChunkWatcher(PlayerManager.java:167)
at ik.d(PlayerManager.java:338)
at gm.d(ServerConfigurationManager.java:220)
at iv.a(NetServerHandler.java:410)
at eb.a(SourceFile:136)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
2013-02-11 01:15:04 [INFO] [STDERR] t: Exception getting block type in world
2013-02-11 01:15:04 [INFO] [STDERR] at yc.<init>(World.java:303)
2013-02-11 01:15:04 [INFO] [STDERR] at in.<init>(WorldServer.java:103)
2013-02-11 01:15:04 [INFO] [STDERR] at WorldServerOF.<init>(WorldServerOF.java:30)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.a(IntegratedServer.java:50)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.c(IntegratedServer.java:137)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
2013-02-11 01:15:04 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-02-11 01:15:04 [INFO] [STDERR] Caused by: java.lang.NoSuchMethodError: bspkrs.util.CommonUtils.isIDInList(ILjava/lang/String;)Z
2013-02-11 01:15:04 [INFO] [STDERR] at bspkrs.floatingruins.FloatingRuins.generateSurface(FloatingRuins.java:79)
2013-02-11 01:15:04 [INFO] [STDERR] at bspkrs.floatingruins.fml.FloatingRuinsWorldGenerator.generate(FloatingRuinsWorldGenerator.java:20)
2013-02-11 01:15:04 [INFO] [STDERR] at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:91)
2013-02-11 01:15:04 [INFO] [STDERR] at im.a(ChunkProviderServer.java:259)
2013-02-11 01:15:04 [INFO] [STDERR] at zz.a(Chunk.java:1253)
2013-02-11 01:15:04 [INFO] [STDERR] at im.c(ChunkProviderServer.java:153)
2013-02-11 01:15:04 [INFO] [STDERR] at im.d(ChunkProviderServer.java:166)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.e(World.java:524)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.a(World.java:404)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.c(World.java:433)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.b(World.java:375)
2013-02-11 01:15:04 [INFO] [STDERR] at aaq.a(WorldProvider.java:100)
2013-02-11 01:15:04 [INFO] [STDERR] at in.b(WorldServer.java:775)
2013-02-11 01:15:04 [INFO] [STDERR] at in.a(WorldServer.java:739)
2013-02-11 01:15:04 [INFO] [STDERR] at yc.<init>(World.java:288)
2013-02-11 01:15:04 [INFO] [STDERR] ... 6 more
2013-02-11 01:15:04 [INFO] [STDERR] java.lang.NullPointerException
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:358)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.k(MinecraftServer.java:406)
2013-02-11 01:15:04 [INFO] [STDERR] at bdz.k(IntegratedServer.java:278)
2013-02-11 01:15:04 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:550)
2013-02-11 01:15:04 [INFO] [STDERR] at fy.run(SourceFile:849)
Using Forge 518 with Optifine HD_U_C3
Other mods:
Matmos r21
Sign tags
Too many Items
ArmorStatusHUD v1.5
DirectionHUD v1.9
StatusEffectHUD v1.8
Reis Minimap 3.2_06
Audiotori r3 1.4.6
ChatlogToFile r3 1.4.6
Forge Painting Selection GUI 1.4.6.1
Minaptics lite r17 1.4.6
MorePlayerModels 1.4.6
I also get crashes when the version checking is enabled, don't have a crash log sorry but when I read it at the time it pointed directly to the version checking.
in a wourld thats already been genorated as well?
Here's an example to the world DIM1
the mod
http://paste.ubuntu.com/1637043/
and (-XX:+TraceClassUnloading -XX:+TraceClassLoading)
http://paste.ubuntu.com/1637044/
without mod (Then I went to the server and then went again, create a book mystcraft and returned to the upper world.)
http://paste.ubuntu.com/1637096/
and (-XX:+TraceClassUnloading -XX:+TraceClassLoading)
http://paste.ubuntu.com/1637097/
yet there was a problem with the world
Arcana DRPG
also not loaded.
removed the mod and after 5 minutes it generated. this world itself is a very long established.
do not understand why but because of the mod loading (generation) of the world hangs up, and I know I have a lot of mods installed. but without the mod world generated almost immediately.
and stop command and help do not work either
PS
I hope this is how it will help
and I also tried to create DIM1 in SSP, there was no hangs.
I forgot config
http://paste.ubuntu.com/1637140/
I think despite the fact that the world is in the exclusion
mod high CPU, and for this reason, the server hangs.
Sorry for bad English
If I had to take a guess I'd say it's a conflict with the Dungeon Pack mod, but that is just a guess and may be far from the truth.I just did a brief test with Dungeon Pack and I don't think that's the issue. Let me know if you find anything.