When using the Forgotten Nature mod the destroy leaves feature does not seem to work for vanilla or mod trees. The leaves decay as they would without the Treecapitator. The tree falls the way it is supposed to. I am using the default config for both mods. Does anyone know of a fix for this.
When using the Forgotten Nature mod the destroy leaves feature does not seem to work for vanilla or mod trees. The leaves decay as they would without the Treecapitator. The tree falls the way it is supposed to. I am using the default config for both mods. Does anyone know of a fix for this.
It'll do that if you still have FN's version of TreeCap enabled in the config. Check ForgottenNature.cfg in your \config folder and change:
B:Lumberjack=false
This post in the Forgotten Nature thread details a config file setting that makes its modded trees work with TreeCapitator (I asked both here and there for it). Dude was really kind for sharing that, I was tearing my hair out trying to make it work. Hope you get yourself squared away!
It'll do that if you still have FN's version of TreeCap enabled in the config. Check ForgottenNature.cfg in your \config folder and change:
B:Lumberjack=false
This post in the Forgotten Nature thread details a config file setting that makes its modded trees work with TreeCapitator (I asked both here and there for it). Dude was really kind for sharing that, I was tearing my hair out trying to make it work. Hope you get yourself squared away!
That solves the destroy leaves problem but with the new config layout how would I make Treecapitator work for the Forgotten Nature trees.
I believe @goldsword44 is right... there is a mistake in the mob ID list. What biome is the floating island in that causes the crash? Did you modify the mob lists?
Also, I would recommend using the Forge version of FloatingRuins instead of the ModLoader version since you are running MC with Forge.
Edit: It should be noted that fixing a mistake in the mob ID list will not fix the problem in the world that you've already generated... you'll either have to delete the chunk that contains the bad spawner or use an NBT editor to find the spawner and remove the entry in spawn potentials that is causing the issue.
The new Treecapitator isn't working for me, I'm using Magic Launcher with Forge with about 7 or 8 other mods. However, I can just use the old version, I just wanted to make you aware.
The new Treecapitator isn't working for me, I'm using Magic Launcher with Forge with about 7 or 8 other mods. However, I can just use the old version, I just wanted to make you aware.
Don't use Magic Launcher, it has created far too many mod compatibility issues in my experience, including problems with TreeCapitator. You're better off using something like like the Multi-MC loader. Switching to it resolved almost all of the mysterious modding problems I was having: http://www.minecraft...ulti-mc-loader/
EDIT: Oh, the new version of TreeCapitator has a new dependency that was added. Read this thread's original post for more info.
Tree capitator isn't working for me. I installed it with Forge + the cord mod, yet it still doesn't work. Both of them show up as installed ingame. I'm using ExtraBiomesXL. Here is a list of mods currently installed:
http://puu.sh/27eTz Everything that has a ~ in front of it, is installed. Every other mod works except yours.
PS idk why my text size is bigger in the first sentences.
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A quick questions for the Treecapitator can you enable only on certain tools (i.e IC2's chainsaw can use it but not a wooden axe or vice versa) / does Treecapitator used up durability = blocks chopped, and will it assist say a forestry logger/work with an IC2 chainsaw?
I've loved using Floating ruins up till now on my server and will be continuing to use it in the future as along side Infernal Mobs and Battle Towers it add's quite a nice challenge/unique loot spots to the world
Also @ashton give us a pastebin of the crash report, and is it specifically on ExtrabiomesXL logs or all logs?
A quick questions for the Treecapitator can you enable only on certain tools (i.e IC2's chainsaw can use it but not a wooden axe or vice versa) / does Treecapitator used up durability = blocks chopped, and will it assist say a forestry logger/work with an IC2 chainsaw?
I've loved using Floating ruins up till now on my server and will be continuing to use it in the future as along side Infernal Mobs and Battle Towers it add's quite a nice challenge/unique loot spots to the world
Also @ashton give us a pastebin of the crash report, and is it specifically on ExtrabiomesXL logs or all logs?
I didn't say it crashed. And no, it's on Oak logs (but I believe I might be IN a biome from ExtraBiomesXL)
A quick questions for the Treecapitator can you enable only on certain tools (i.e IC2's chainsaw can use it but not a wooden axe or vice versa) / does Treecapitator used up durability = blocks chopped, and will it assist say a forestry logger/work with an IC2 chainsaw?
Yes, just remove the Item IDs that you don't want to have work from the axeIDList config setting. I'm pretty sure that since a Forestry logger is removing blocks in code that the block breaking hook I inject won't be called.
Why have you changed TreeCapitator so it has to be installed on the client again? It was better when it was server side.
I didn't change anything about the server to require clients to have the mod... I believe the only time it will fail to connect is if the client has a different version of the mod than the server. If the client doesn't have the mod at all it should work fine.
treecapitator doesnt work for me, it does say: "treecapitator client side features enabled" so i dont get why it would work.....
Please set allowDebugLogging=true and provide the contents of ForgeModLoader-client-0.log using pastebin.com or similar. Otherwise there's no way I can help.
TreeCapitator needs to be in the coremods folder, not mods. I had put code in there to display a message to the player when that happens, but I must have messed it up in the last update.
It'll do that if you still have FN's version of TreeCap enabled in the config. Check ForgottenNature.cfg in your \config folder and change:
B:Lumberjack=false
This post in the Forgotten Nature thread details a config file setting that makes its modded trees work with TreeCapitator (I asked both here and there for it). Dude was really kind for sharing that, I was tearing my hair out trying to make it work. Hope you get yourself squared away!
http://pastebin.com/TXNv322d
That solves the destroy leaves problem but with the new config layout how would I make Treecapitator work for the Forgotten Nature trees.
You've modified what mobs spawn in the floating islands, and have made an error, fixing the error in the mob list will fix the issue.
Also, I would recommend using the Forge version of FloatingRuins instead of the ModLoader version since you are running MC with Forge.
Edit: It should be noted that fixing a mistake in the mob ID list will not fix the problem in the world that you've already generated... you'll either have to delete the chunk that contains the bad spawner or use an NBT editor to find the spawner and remove the entry in spawn potentials that is causing the issue.
Don't use Magic Launcher, it has created far too many mod compatibility issues in my experience, including problems with TreeCapitator. You're better off using something like like the Multi-MC loader. Switching to it resolved almost all of the mysterious modding problems I was having: http://www.minecraft...ulti-mc-loader/
EDIT: Oh, the new version of TreeCapitator has a new dependency that was added. Read this thread's original post for more info.
http://puu.sh/27eTz
Everything that has a ~ in front of it, is installed.
Every other mod works except yours.
PS idk why my text size is bigger in the first sentences.
I've loved using Floating ruins up till now on my server and will be continuing to use it in the future as along side Infernal Mobs and Battle Towers it add's quite a nice challenge/unique loot spots to the world
Also @ashton give us a pastebin of the crash report, and is it specifically on ExtrabiomesXL logs or all logs?
I didn't say it crashed. And no, it's on Oak logs (but I believe I might be IN a biome from ExtraBiomesXL)