ok, sorry about that, wondered why it still said 1.5, will add the coremod then, thanks for explaining.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Just to confirm my guessing, bspkrscore goes in the mods folder? I'm only using treecapitator, so I take it that still goes in the core mods folder for a forge install?
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Just to confirm my guessing, bspkrscore goes in the mods folder? I'm only using treecapitator, so I take it that still goes in the core mods folder for a forge install?
Correct, bspkrsCore goes in the mods folder, not coremods. TreeCapitator for Forge still goes in the coremods folder.
FYI, bspkrsCore is NOT a coremod, it's just a core set of classes that are shared between all my mods. Put it in the mods folder.
Correct, bspkrsCore goes in the mods folder, not coremods. TreeCapitator for Forge still goes in the coremods folder.
yeah i figured that since it was a .zip and not a .jar.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Go back and read the OP again. This round of releases has a new required dependency on bspkrsCore, a new mod that just contains shared classes used in all my mods.
Been using the treecapitator mod and it's made things much better for me. However since the latest version only adds support for cross usablity with your other mods there is no plan for me to update the version I have. No need when I only use one mod from you. Keep up the good work though.
bspkrs, could you please put the installation instructions for the core mod on your OP? I looked there first, and then figured on checking here before asking. It might save a little time and repetition. Thanks! Btw, I've used this mod since beta and am grateful it's still being updated.
i see a strange things, all leaf of forestry trees (sapling identify or not ) no drop when the tree down (destroyLeaves=true) , if i inactive treecapitor ( sneak mode ) the leaf decay drop
i have a trouble in my treecapitor config or is a "bug" ?
TreeCapitator.cfg
# Configuration file
####################
# 1_third_party_configs
#===================
# Third-Party config entries tell TreeCapitator how to find the block IDs from
# other mods' config files. These values are case-sensitive!
#
# Format:
# <section_name> {
# S:modID=<modID from mcmod.info>
# S:configPath=<path to config file relative to .minecraft/config/>
# S:blockValues=<block config section>:<config property name>; <mod config section>:<config property name>
# S:itemValues=<item config section>:<property name>; <item config section>:<property name>
# B:useShiftedItemID=<whether or not to use the +256 shifted item ID> (true/false)
# }
#
# Example:
# extrabiomesxl {
# S:modID=ExtrabiomesXL
# S:configPath=extrabiomes/extrabiomes.cfg
# S:blockValues=block:customlog.id; block:quarterlog0.id; block:quarterlog1.id; block:quarterlog2.id; block:quarterlog3.id; block:autumnleaves.id; block:greenleaves.id
# S:itemValues=items.world:axeRuby.id; items.world:axeGreenSapphire.id; items.world:axeSapphire.id
# B:useShiftedItemID=true
# }
#
# Once your third-party config entries are setup, you can use replacement
# tags in your tree, axe, and shears ID configs. Replacement tags are structured like this:
# <ModName.ConfigPropName>
####################
1_third_party_configs {
####################
# biomesoplenty
####################
biomesoplenty {
S:blockValues=block:Acacia Leaves ID; block:Acacia Log ID; block:Apple Leaves ID; block:Fruitless Apple Leaves ID; block:Bamboo ID; block:Bamboo Leaves ID; block:Cherry Log ID; block:Dark Leaves ID; block:Dark Log ID; block:Dying Leaves ID; block:Dead Log ID; block:Fir Leaves ID; block:Fir Log ID; block:Magic Log ID; block:Magic Leaves ID; block:Mangrove Leaves ID; block:Mangrove Log ID; block:Maple Leaves ID; block:Orange Autumn Leaves ID; block:Origin Leaves ID; block:Palm Leaves ID; block:Palm Log ID; block:Pink Cherry Leaves ID; block:Redwood Leaves ID; block:Redwood Log ID; block:White Cherry Leaves ID; block:Willow Leaves ID; block:Willow Log ID; block:Yellow Autumn Leaves ID
S:configPath=BiomesOPlenty.cfg
S:itemValues=item:Muddy Axe ID
S:modID=BiomesOPlenty
S:useShiftedItemID=true
}
####################
# thaumcraft
####################
thaumcraft {
S:blockValues=block:BlockMagicalLog; block:BlockMagicalLeaves
S:configPath=Thaumcraft.cfg
S:itemValues=item:Thaumaxe
S:modID=Thaumcraft
S:useShiftedItemID=true
}
####################
# mfreloaded
####################
mfreloaded {
S:blockValues=block:ID.RubberWood; block:ID.RubberLeaves; block:ID.RubberSapling
S:configPath=MFReloaded.cfg
S:modID=MFReloaded
}
####################
# divinerpg
####################
divinerpg {
S:blockValues=block:eucalyptus
S:configPath=DivineRPG.cfg
S:itemValues=item:Bedrock Axe; item:Crystal Axe; item:Realmite Axe; item:azuriteaxe; item:corruptedaxe; item:denseaxe; item:divineaxe; item:donatoraxe; item:energyaxe; item:mythrilaxe; item:plasmaaxe; item:serenityaxe; item:twilightaxe
S:modID=DivineRPG
S:useShiftedItemID=true
}
####################
# twilightforest
####################
twilightforest {
S:blockValues=block:Log; block:MagicLog; block:MagicLogSpecial; block:Leaves; block:MagicLeaves; block:Hedge
S:configPath=TwilightForest.cfg
S:itemValues=item:IronwoodAxe; item:SteeleafAxe; item:MinotaurAxe
S:modID=TwilightForest
S:useShiftedItemID=true
}
####################
# inficraft
####################
inficraft {
S:blockValues=block:Bloodwood Block; block:Flora Leaves; block:Redwood Block; block:Sakura Leaves; block:Wood Block
S:configPath=InfiCraft/FloraSoma.txt
S:modID=Flora Trees
}
####################
# zapapples
####################
zapapples {
S:blockValues=block:zapAppleLogID; block:zapAppleLeavesID; block:zapAppleFlowersID
S:configPath=ZapApples.cfg
S:modID=ZapApples
}
####################
# ic2
####################
ic2 {
S:blockValues=block:blockRubWood; block:blockRubLeaves
S:configPath=IC2.cfg
S:itemValues=item:itemToolBronzeAxe; item:itemToolChainsaw
S:modID=IC2
S:useShiftedItemID=true
}
####################
# extrabiomesxl
####################
extrabiomesxl {
S:blockValues=block:customlog.id; block:quarterlog0.id; block:quarterlog1.id; block:quarterlog2.id; block:quarterlog3.id; block:autumnleaves.id; block:greenleaves.id
S:configPath=extrabiomes/extrabiomes.cfg
S:modID=ExtrabiomesXL
}
####################
# forestry
####################
forestry {
S:blockValues=block:log1; block:log2; block:log3; block:log4; block:leaves
S:configPath=forestry/base.conf
S:modID=Forestry
}
####################
# redpower
####################
redpower {
S:blockValues=blocks.world:log.id; blocks.world:leaves.id
S:configPath=redpower/redpower.cfg
S:itemValues=items.world:axeRuby.id; items.world:axeGreenSapphire.id; items.world:axeSapphire.id
S:modID=RedPowerWorld
S:useShiftedItemID=true
}
####################
# railcraft
####################
railcraft {
S:configPath=railcraft\railcraft.cfg
S:itemValues=item:tool.steel.axe
S:modID=Railcraft
}
}
####################
# 2_tree_definitions
#===================
# Add the log and leaf block IDs for all trees you want to be able to chop down.
# Each section below represents a type of tree. Each list may contain block IDs
# and/or third-party config replacement tags. You can change it to be more or
# less granular as long as all sections follow the basic structure. Do not use
# spaces or periods in your section names. Otherwise you can call them anything
# you like.
#
# EACH LOG ID MAY ONLY APPEAR IN EXACTLY ONE SECTION.
#
# NOTE: Some mod trees use vanilla log blocks as well as custom blocks. If a tree
# contains more than 1 type of log, all logs must be included in the same section.
# Examples of this are the default entries for vanilla_ebxl_oaks and vanilla_ebxl_spruces.
#
# Simple Example (all logs and leaves are grouped in one section, no metadata is specified):
# trees {
# S:leaves=18; <Forestry.leaves>; <ExtrabiomesXL.autumnleaves.id>; <ExtrabiomesXL.greenleaves.id>
# S:logs=17; <Forestry.log1>; <Forestry.log2>; <Forestry.log3>; <Forestry.log4>; <ExtrabiomesXL.customlog.id>; <ExtrabiomesXL.quarterlog0.id>; <ExtrabiomesXL.quarterlog1.id>; <ExtrabiomesXL.quarterlog2.id>;<ExtrabiomesXL.quarterlog3.id>
# }
#
# Advanced Example (each mod tree has its own section, metadata is included):
# vanilla_ebxl_oaks {
# S:leaves=18,0
# S:logs=17,0; 17,4; 17,8; <ExtrabiomesXL.quarterlog0.id>,2; <ExtrabiomesXL.quarterlog1.id>,2; <ExtrabiomesXL.quarterlog2.id>,2;<ExtrabiomesXL.quarterlog3.id>,2;
# }
#
# birches {
# S:leaves=18,2
# S:logs=17,2; 17,6; 17,10
# }
#
# vanilla_ebxl_spruces {
# S:leaves=18,1; <ExtrabiomesXL.autumnleaves.id>
# S:logs=17,1; 17,5; 17,9
# }
#
# jungle_trees {
# S:leaves=18,3
# S:logs=17,3; 17,7; 17,11
# }
#
# ic2_rubber {
# S:leaves=<IC2.blockRubLeaves>
# S:logs=<IC2.blockRubWood>
# }
#
# ebxl_acacia {
# S:leaves=<ExtrabiomesXL.greenleaves.id>,2
# S:logs=<ExtrabiomesXL.customlog.id>,1
# }
#
# ebxl_firs {
# S:leaves=<ExtrabiomesXL.greenleaves.id>,0
# S:logs=<ExtrabiomesXL.customlog.id>,0; <ExtrabiomesXL.quarterlog0.id>,1; <ExtrabiomesXL.quarterlog1.id>,1; <ExtrabiomesXL.quarterlog2.id>,1; <ExtrabiomesXL.quarterlog3.id>,1
# }
#
# ebxl_redwoods {
# S:leaves=<ExtrabiomesXL.greenleaves.id>,1
# S:logs=<ExtrabiomesXL.quarterlog0.id>,0; <ExtrabiomesXL.quarterlog1.id>,0; <ExtrabiomesXL.quarterlog2.id>,0; <ExtrabiomesXL.quarterlog3.id>,0
# }
####################
2_tree_definitions {
####################
# inficraft_sakura
####################
inficraft_sakura {
S:leaves=<Flora Trees.Sakura Leaves>,0
S:logs=<Flora Trees.Wood Block>, 1; <Flora Trees.Wood Block>, 5; <Flora Trees.Wood Block>, 9
}
####################
# forestry_wenge
####################
forestry_wenge {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log2>,1; <Forestry.log2>,5; <Forestry.log2>,9
}
####################
# biomesoplenty_bamboo
####################
biomesoplenty_bamboo {
S:leaves=<BiomesOPlenty.Bamboo Leaves ID>
S:logs=<BiomesOPlenty.Bamboo ID>
}
####################
# biomesoplenty_cherry
####################
biomesoplenty_cherry {
S:leaves=<BiomesOPlenty.Pink Cherry Leaves ID>; <BiomesOPlenty.White Cherry Leaves ID>
S:logs=<BiomesOPlenty.Cherry Log ID>
}
####################
# forestry_kapok
####################
forestry_kapok {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log3>,0; <Forestry.log3>,4; <Forestry.log3>,8
}
####################
# thaum_silverwood
####################
thaum_silverwood {
S:leaves=<Thaumcraft.BlockMagicalLeaves>,1
S:logs=<Thaumcraft.BlockMagicalLog>,1; <Thaumcraft.BlockMagicalLog>,5; <Thaumcraft.BlockMagicalLog>,9
}
####################
# biomesoplenty_willow
####################
biomesoplenty_willow {
S:leaves=<BiomesOPlenty.Willow Leaves ID>
S:logs=<BiomesOPlenty.Willow Log ID>
}
####################
# biomesoplenty_magic
####################
biomesoplenty_magic {
S:leaves=<BiomesOPlenty.Magic Leaves ID>
S:logs=<BiomesOPlenty.Magic Log ID>
}
####################
# biomesoplenty_palm
####################
biomesoplenty_palm {
S:leaves=<BiomesOPlenty.Palm Leaves ID>
S:logs=<BiomesOPlenty.Palm Log ID>
}
####################
# forestry_teak
####################
forestry_teak {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log1>,1; <Forestry.log1>,5; <Forestry.log1>,9
}
####################
# forestry_larch
####################
forestry_larch {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log1>,0; <Forestry.log1>,4; <Forestry.log1>,8
}
####################
# forestry_mahogany
####################
forestry_mahogany {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log3>,2; <Forestry.log3>,6; <Forestry.log3>,10
}
####################
# ebxl_acacia
####################
ebxl_acacia {
S:leaves=<ExtrabiomesXL.greenleaves.id>,2
S:logs=<ExtrabiomesXL.customlog.id>,1
}
####################
# ic2_rubber
####################
ic2_rubber {
S:leaves=<IC2.blockRubLeaves>
S:logs=<IC2.blockRubWood>
}
####################
# mfr_rubber
####################
mfr_rubber {
S:leaves=<MFReloaded.ID.RubberLeaves>
S:logs=<MFReloaded.ID.RubberWood>
}
####################
# forestry_cherry
####################
forestry_cherry {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log4>,3; <Forestry.log4>,7; <Forestry.log4>,11
}
####################
# forestry_ebony
####################
forestry_ebony {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log3>,1; <Forestry.log3>,5; <Forestry.log3>,9
}
####################
# biomesoplenty_redwood
####################
biomesoplenty_redwood {
S:leaves=<BiomesOPlenty.Redwood Leaves ID>
S:logs=<BiomesOPlenty.Redwood Log ID>
}
####################
# forestry_acacia
####################
forestry_acacia {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log1>,2; <Forestry.log1>,6; <Forestry.log1>,10
}
####################
# twilight_mangrove
####################
twilight_mangrove {
S:leaves=<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9
S:logs=<TwilightForest.Log>,2; <TwilightForest.Log>,6; <TwilightForest.Log>,10; <TwilightForest.Log>,14
}
####################
# zapapple
####################
zapapple {
S:leaves=<ZapApples.zapAppleLeavesID>; <ZapApples.zapAppleFlowersID>
S:logs=<ZapApples.zapAppleLogID>
}
####################
# huge_red_mushrooms
####################
huge_red_mushrooms {
S:leaves=100,1; 100,2; 100,3; 100,4; 100,5; 100,6; 100,7; 100,8; 100,9; 100,14
S:logs=100,10; 100,15
}
####################
# forestry_balsa
####################
forestry_balsa {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log3>,3; <Forestry.log3>,7; <Forestry.log3>,11
}
####################
# huge_brown_mushrooms
####################
huge_brown_mushrooms {
S:leaves=99,1; 99,2; 99,3; 99,4; 99,5; 99,6; 99,7; 99,8; 99,9; 99,14
S:logs=99,10; 99,15
}
####################
# twilight_time
####################
twilight_time {
S:leaves=<TwilightForest.MagicLeaves>,0; <TwilightForest.MagicLeaves>,8
S:logs=<TwilightForest.MagicLog>,0; <TwilightForest.Log>,4; <TwilightForest.Log>,8; <TwilightForest.MagicLog>,12
}
####################
# biomesoplenty_dead
####################
biomesoplenty_dead {
S:logs=<BiomesOPlenty.Dead Log ID>
}
####################
# vanilla_ebxl_spruces
####################
vanilla_ebxl_spruces {
S:leaves=18,1; <ExtrabiomesXL.autumnleaves.id>
S:logs=17,1; 17,5; 17,9
}
####################
# biomesoplenty_acacia
####################
biomesoplenty_acacia {
S:leaves=<BiomesOPlenty.Acacia Leaves ID>
S:logs=<BiomesOPlenty.Acacia Log ID>
}
####################
# divinerpg_eucalyptus
####################
divinerpg_eucalyptus {
S:leaves=18
S:logs=<DivineRPG.eucalyptus>
}
####################
# twilight_canopy
####################
twilight_canopy {
S:leaves=<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9
S:logs=<TwilightForest.Log>,1; <TwilightForest.Log>,5; <TwilightForest.Log>,9; <TwilightForest.Log>,13
}
####################
# forestry_boojum
####################
forestry_boojum {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log4>,2; <Forestry.log4>,6; <Forestry.log4>,10
}
####################
# vanilla_bop_birches
####################
vanilla_bop_birches {
S:leaves=18,2; <BiomesOPlenty.Yellow Autumn Leaves ID>
S:logs=17,2; 17,6; 17,10
}
####################
# ebxl_redwoods
####################
ebxl_redwoods {
S:leaves=<ExtrabiomesXL.greenleaves.id>,1
S:logs=<ExtrabiomesXL.quarterlog0.id>,0; <ExtrabiomesXL.quarterlog1.id>,0; <ExtrabiomesXL.quarterlog2.id>,0; <ExtrabiomesXL.quarterlog3.id>,0
}
####################
# forestry_sequoia
####################
forestry_sequoia {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log2>,3; <Forestry.log2>,7; <Forestry.log2>,11
}
####################
# twilight_oaks
####################
twilight_oaks {
S:leaves=<TwilightForest.Leaves>,0; <TwilightForest.Leaves>,3; <TwilightForest.Leaves>,8; <TwilightForest.Leaves>,11
S:logs=<TwilightForest.Log>,0; <TwilightForest.Log>,4; <TwilightForest.Log>,8; <TwilightForest.Log>,12
}
####################
# vanilla_ebxl_bop_oaks
####################
vanilla_ebxl_bop_oaks {
S:leaves=18,0; <ExtrabiomesXL.autumnleaves.id>; <BiomesOPlenty.Dying Leaves ID>; <BiomesOPlenty.Origin Leaves ID>; <BiomesOPlenty.Apple Leaves ID>; <BiomesOPlenty.Fruitless Apple Leaves ID>; <BiomesOPlenty.Orange Autumn Leaves ID>; <BiomesOPlenty.Maple Leaves ID>
S:logs=17,0; 17,4; 17,8; <ExtrabiomesXL.quarterlog0.id>,2; <ExtrabiomesXL.quarterlog1.id>,2; <ExtrabiomesXL.quarterlog2.id>,2; <ExtrabiomesXL.quarterlog3.id>,2;
}
####################
# jungle_trees
####################
jungle_trees {
S:leaves=18,3
S:logs=17,3; 17,7; 17,11
}
####################
# inficraft_hopseed
####################
inficraft_hopseed {
S:leaves=<Flora Trees.Flora Leaves>,2
S:logs=<Flora Trees.Wood Block>,3; <Flora Trees.Wood Block>, 7; <Flora Trees.Wood Block>, 11
}
####################
# biomesoplenty_mangrove
####################
biomesoplenty_mangrove {
S:leaves=<BiomesOPlenty.Mangrove Leaves ID>
S:logs=<BiomesOPlenty.Mangrove Log ID>
}
####################
# ebxl_firs
####################
ebxl_firs {
S:leaves=<ExtrabiomesXL.greenleaves.id>,0
S:logs=<ExtrabiomesXL.customlog.id>,0; <ExtrabiomesXL.quarterlog0.id>,1; <ExtrabiomesXL.quarterlog1.id>,1; <ExtrabiomesXL.quarterlog2.id>,1; <ExtrabiomesXL.quarterlog3.id>,1
}
####################
# forestry_lime
####################
forestry_lime {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log1>,3; <Forestry.log1>,7; <Forestry.log1>,11
}
####################
# forestry_chestnut
####################
forestry_chestnut {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log2>,0; <Forestry.log2>,4; <Forestry.log2>,8
}
####################
# inficraft_redwood
####################
inficraft_redwood {
S:leaves=<Flora Trees.Flora Leaves>,0
S:logs=<Flora Trees.Redwood Block>
}
####################
# forestry_baobab
####################
forestry_baobab {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log2>,2; <Forestry.log2>,6; <Forestry.log2>,10
}
####################
# forestry_walnut
####################
forestry_walnut {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log4>,1; <Forestry.log4>,5; <Forestry.log4>,9
}
####################
# biomesoplenty_darkwood
####################
biomesoplenty_darkwood {
S:leaves=<BiomesOPlenty.Dark Leaves ID>; <BiomesOPlenty.White Cherry Leaves ID>
S:logs=<BiomesOPlenty.Dark Log ID>
}
####################
# biomesoplenty_fir
####################
biomesoplenty_fir {
S:leaves=<BiomesOPlenty.Fir Leaves ID>
S:logs=<BiomesOPlenty.Fir Log ID>
}
####################
# thaum_greatwood
####################
thaum_greatwood {
S:leaves=<Thaumcraft.BlockMagicalLeaves>,0; <Thaumcraft.BlockMagicalLeaves>,8
S:logs=<Thaumcraft.BlockMagicalLog>,0; <Thaumcraft.BlockMagicalLog>,4; <Thaumcraft.BlockMagicalLog>,8
}
####################
# inficraft_bloodwood
####################
inficraft_bloodwood {
S:leaves=<Flora Trees.Sakura Leaves>,2
S:logs=<Flora Trees.Bloodwood Block>
}
####################
# forestry_willow
####################
forestry_willow {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log4>,0; <Forestry.log4>,4; <Forestry.log4>,8
}
####################
# twilight_darkwood
####################
twilight_darkwood {
S:leaves=<TwilightForest.Hedge>,1
S:logs=<TwilightForest.Log>,3; <TwilightForest.Log>,7; <TwilightForest.Log>,11; <TwilightForest.Log>,15
}
####################
# rp2_rubber
####################
rp2_rubber {
S:leaves=<RedPowerWorld.leaves.id>
S:logs=<RedPowerWorld.log.id>
}
####################
# inficraft_ghostwood
####################
inficraft_ghostwood {
S:leaves=<Flora Trees.Sakura Leaves>,1
S:logs=<Flora Trees.Wood Block>,2; <Flora Trees.Wood Block>, 6; <Flora Trees.Wood Block>, 10
}
####################
# inficraft_eucalyptus
####################
inficraft_eucalyptus {
S:leaves=<Flora Trees.Flora Leaves>,1
S:logs=<Flora Trees.Wood Block>,0; <Flora Trees.Wood Block>,4; <Flora Trees.Wood Block>,8
}
}
####################
# block_settings
####################
block_settings {
# Incomplete - do not use [default: false]
B:allowGetRemoteTreeConfig=false
# Automatically generated:
S:localTreeConfig=<Thaumcraft.BlockMagicalLog>,1; <Thaumcraft.BlockMagicalLog>,5; <Thaumcraft.BlockMagicalLog>,9|<Thaumcraft.BlockMagicalLeaves>,1 ! <Forestry.log3>,1; <Forestry.log3>,5; <Forestry.log3>,9|<Forestry.leaves>,0; <Forestry.leaves>,8 ! 17,3; 17,7; 17,11|18,3 ! <RedPowerWorld.log.id>|<RedPowerWorld.leaves.id> ! <Forestry.log4>,3; <Forestry.log4>,7; <Forestry.log4>,11|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <BiomesOPlenty.Magic Log ID>|<BiomesOPlenty.Magic Leaves ID> ! <BiomesOPlenty.Redwood Log ID>|<BiomesOPlenty.Redwood Leaves ID> ! <Forestry.log3>,0; <Forestry.log3>,4; <Forestry.log3>,8|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <TwilightForest.Log>,3; <TwilightForest.Log>,7; <TwilightForest.Log>,11; <TwilightForest.Log>,15|<TwilightForest.Hedge>,1 ! <Forestry.log2>,3; <Forestry.log2>,7; <Forestry.log2>,11|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <ExtrabiomesXL.customlog.id>,0; <ExtrabiomesXL.quarterlog0.id>,1; <ExtrabiomesXL.quarterlog1.id>,1; <ExtrabiomesXL.quarterlog2.id>,1; <ExtrabiomesXL.quarterlog3.id>,1|<ExtrabiomesXL.greenleaves.id>,0 ! <BiomesOPlenty.Cherry Log ID>|<BiomesOPlenty.Pink Cherry Leaves ID>; <BiomesOPlenty.White Cherry Leaves ID> ! <Forestry.log4>,0; <Forestry.log4>,4; <Forestry.log4>,8|<Forestry.leaves>,0; <Forestry.leaves>,8 ! 17,2; 17,6; 17,10|18,2; <BiomesOPlenty.Yellow Autumn Leaves ID> ! 100,10; 100,15|100,1; 100,2; 100,3; 100,4; 100,5; 100,6; 100,7; 100,8; 100,9; 100,14 ! <Flora Trees.Bloodwood Block>|<Flora Trees.Sakura Leaves>,2 ! <Forestry.log3>,2; <Forestry.log3>,6; <Forestry.log3>,10|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Flora Trees.Redwood Block>|<Flora Trees.Flora Leaves>,0 ! <Thaumcraft.BlockMagicalLog>,0; <Thaumcraft.BlockMagicalLog>,4; <Thaumcraft.BlockMagicalLog>,8|<Thaumcraft.BlockMagicalLeaves>,0; <Thaumcraft.BlockMagicalLeaves>,8 ! <Forestry.log4>,2; <Forestry.log4>,6; <Forestry.log4>,10|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <ExtrabiomesXL.customlog.id>,1|<ExtrabiomesXL.greenleaves.id>,2 ! <Forestry.log1>,1; <Forestry.log1>,5; <Forestry.log1>,9|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Flora Trees.Wood Block>,0; <Flora Trees.Wood Block>,4; <Flora Trees.Wood Block>,8|<Flora Trees.Flora Leaves>,1 ! <BiomesOPlenty.Dead Log ID> ! 99,10; 99,15|99,1; 99,2; 99,3; 99,4; 99,5; 99,6; 99,7; 99,8; 99,9; 99,14 ! <TwilightForest.Log>,1; <TwilightForest.Log>,5; <TwilightForest.Log>,9; <TwilightForest.Log>,13|<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9 ! <BiomesOPlenty.Bamboo ID>|<BiomesOPlenty.Bamboo Leaves ID> ! <TwilightForest.Log>,2; <TwilightForest.Log>,6; <TwilightForest.Log>,10; <TwilightForest.Log>,14|<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9 ! <Forestry.log2>,1; <Forestry.log2>,5; <Forestry.log2>,9|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <BiomesOPlenty.Willow Log ID>|<BiomesOPlenty.Willow Leaves ID> ! <BiomesOPlenty.Acacia Log ID>|<BiomesOPlenty.Acacia Leaves ID> ! <Forestry.log1>,2; <Forestry.log1>,6; <Forestry.log1>,10|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <BiomesOPlenty.Dark Log ID>|<BiomesOPlenty.Dark Leaves ID>; <BiomesOPlenty.White Cherry Leaves ID> ! <MFReloaded.ID.RubberWood>|<MFReloaded.ID.RubberLeaves> ! <DivineRPG.eucalyptus>|18 ! <IC2.blockRubWood>|<IC2.blockRubLeaves> ! <ExtrabiomesXL.quarterlog0.id>,0; <ExtrabiomesXL.quarterlog1.id>,0; <ExtrabiomesXL.quarterlog2.id>,0; <ExtrabiomesXL.quarterlog3.id>,0|<ExtrabiomesXL.greenleaves.id>,1 ! <ZapApples.zapAppleLogID>|<ZapApples.zapAppleLeavesID>; <ZapApples.zapAppleFlowersID> ! <TwilightForest.Log>,0; <TwilightForest.Log>,4; <TwilightForest.Log>,8; <TwilightForest.Log>,12|<TwilightForest.Leaves>,0; <TwilightForest.Leaves>,3; <TwilightForest.Leaves>,8; <TwilightForest.Leaves>,11 ! <TwilightForest.MagicLog>,0; <TwilightForest.Log>,4; <TwilightForest.Log>,8; <TwilightForest.MagicLog>,12|<TwilightForest.MagicLeaves>,0; <TwilightForest.MagicLeaves>,8 ! <BiomesOPlenty.Mangrove Log ID>|<BiomesOPlenty.Mangrove Leaves ID> ! <BiomesOPlenty.Palm Log ID>|<BiomesOPlenty.Palm Leaves ID> ! <Flora Trees.Wood Block>,3; <Flora Trees.Wood Block>, 7; <Flora Trees.Wood Block>, 11|<Flora Trees.Flora Leaves>,2 ! <Forestry.log4>,1; <Forestry.log4>,5; <Forestry.log4>,9|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Forestry.log3>,3; <Forestry.log3>,7; <Forestry.log3>,11|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <BiomesOPlenty.Fir Log ID>|<BiomesOPlenty.Fir Leaves ID> ! 17,0; 17,4; 17,8; <ExtrabiomesXL.quarterlog0.id>,2; <ExtrabiomesXL.quarterlog1.id>,2; <ExtrabiomesXL.quarterlog2.id>,2; <ExtrabiomesXL.quarterlog3.id>,2;|18,0; <ExtrabiomesXL.autumnleaves.id>; <BiomesOPlenty.Dying Leaves ID>; <BiomesOPlenty.Origin Leaves ID>; <BiomesOPlenty.Apple Leaves ID>; <BiomesOPlenty.Fruitless Apple Leaves ID>; <BiomesOPlenty.Orange Autumn Leaves ID>; <BiomesOPlenty.Maple Leaves ID> ! <Flora Trees.Wood Block>, 1; <Flora Trees.Wood Block>, 5; <Flora Trees.Wood Block>, 9|<Flora Trees.Sakura Leaves>,0 ! <Forestry.log2>,2; <Forestry.log2>,6; <Forestry.log2>,10|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Forestry.log2>,0; <Forestry.log2>,4; <Forestry.log2>,8|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Flora Trees.Wood Block>,2; <Flora Trees.Wood Block>, 6; <Flora Trees.Wood Block>, 10|<Flora Trees.Sakura Leaves>,1 ! <Forestry.log1>,3; <Forestry.log1>,7; <Forestry.log1>,11|<Forestry.leaves>,0; <Forestry.leaves>,8 ! 17,1; 17,5; 17,9|18,1; <ExtrabiomesXL.autumnleaves.id> ! <Forestry.log1>,0; <Forestry.log1>,4; <Forestry.log1>,8|<Forestry.leaves>,0; <Forestry.leaves>,8
# The hardness of logs for when you are using items that can chop down trees. [range: 0.0 ~ 100.0, default: 4.0]
S:logHardnessModified=4.0
# The hardness of logs for when you are using items that won't chop down the trees. [range: 0.0 ~ 100.0, default: 2.0]
S:logHardnessNormal=2.0
# Incomplete - do not use [default: http://dl.dropbox.com/u/20748481/Minecraft/1.4.6/treeCapitatorTreeConfig.txt]
S:remoteTreeConfigURL=http://dl.dropbox.com/u/20748481/Minecraft/1.4.6/treeCapitatorTreeConfig.txt
# Incomplete - do not use [default: false]
B:useRemoteTreeConfig=false
# Set to true if you want only the leaf blocks listed with each log in blockIDList
# to break when that log type is chopped. When set to false it will break
# any leaf type within range of the tree, not just the type for that tree. [default: false]
B:useStrictBlockPairing=false
}
####################
# id_resolver_settings
#===================
# If you are not using ID Resolver, you can safely ignore this section.
# If you ARE using ID Resolver and your log file does not show any warnings
# pertaining to ID Resolver, you can still ignore this section. In fact, the
# only reason you should mess with this section if ShaRose decides to change
# the Mod ID for ID Resolver.
####################
id_resolver_settings {
# The mod ID value for ID Resolver. [default: IDResolver]
S:idResolverModID=IDResolver
}
####################
# item_settings
####################
item_settings {
# Enable to cause item damage based on number of blocks destroyed [default: true]
B:allowItemDamage=false
# Enable to allow chopping down the entire tree even if your item does not have enough damage remaining to cover the number of blocks. [default: false]
B:allowMoreBlocksThanDamage=true
# IDs of items that can chop down trees. Use ',' to split item id from metadata and ';' to split items. [default: 271; 275; 258; 286; 279; <BiomesOPlenty.Muddy Axe ID>; <IC2.itemToolBronzeAxe>; <IC2.itemToolChainsaw>; <RedPowerWorld.axeRuby.id>; <RedPowerWorld.axeGreenSapphire.id>; <RedPowerWorld.axeSapphire.id>; <Thaumcraft.Thaumaxe>; <TwilightForest.IronwoodAxe>; <TwilightForest.SteeleafAxe>; <TwilightForest.MinotaurAxe>; <DivineRPG.Bedrock Axe>; <DivineRPG.Crystal Axe>; <DivineRPG.Realmite Axe>; <DivineRPG.azuriteaxe>; <DivineRPG.corruptedaxe>; <DivineRPG.denseaxe>; <DivineRPG.divineaxe>; <DivineRPG.donatoraxe>; <DivineRPG.energyaxe>; <DivineRPG.mythrilaxe>; <DivineRPG.plasmaaxe>; <DivineRPG.serenityaxe>; <DivineRPG.twilightaxe>]
S:axeIDList=271; 275; 258; 286; 279; <BiomesOPlenty.Muddy Axe ID>; <IC2.itemToolBronzeAxe>; <IC2.itemToolChainsaw>; <RedPowerWorld.axeRuby.id>; <RedPowerWorld.axeGreenSapphire.id>; <RedPowerWorld.axeSapphire.id>; <Thaumcraft.Thaumaxe>; <TwilightForest.IronwoodAxe>; <TwilightForest.SteeleafAxe>; <TwilightForest.MinotaurAxe>; <DivineRPG.Bedrock Axe>; <DivineRPG.Crystal Axe>; <DivineRPG.Realmite Axe>; <DivineRPG.azuriteaxe>; <DivineRPG.corruptedaxe>; <DivineRPG.denseaxe>; <DivineRPG.divineaxe>; <DivineRPG.donatoraxe>; <DivineRPG.energyaxe>; <DivineRPG.mythrilaxe>; <DivineRPG.plasmaaxe>; <DivineRPG.serenityaxe>; <DivineRPG.twilightaxe>; <Railcraft.tool.steel.axe>
# When useIncreasingItemDamage=true the damage applied per block broken will increase by this amount every increaseDamageEveryXBlocks blocks broken in a tree. [range: 0.1 ~ 100.0, default: 1.0]
S:damageIncreaseAmount=1.0
# Axes and shears will take damage this many times for each log broken.
# Remaining damage is rounded and applied to tools when a tree is finished. [range: 0.1 ~ 50.0, default: 1.0]
S:damageMultiplier=1.0
# When useIncreasingItemDamage=true the damage applied per block broken will increase each time this many blocks are broken in a tree. [range: 1 ~ 500, default: 15]
I:increaseDamageEveryXBlocks=15
# Whether you need an item from the axeIDList to chop down a tree. Disabling will let you chop trees with any item. [default: true]
B:needItem=true
# IDs of items that when placed in the hotbar will allow leaves to be sheared when shearLeaves is true.
# Use ',' to split item id from metadata and ';' to split items. [default: 359]
S:shearIDList=359
# Set to true to have the per-block item damage amount increase after every increaseDamageEveryXBlocks blocks are broken. [default: false]
B:useIncreasingItemDamage=false
}
####################
# leaf_and_vine_settings
####################
leaf_and_vine_settings {
# Enabling this will make leaves be destroyed when trees are chopped. [default: true]
B:destroyLeaves=true
# When true TreeCapitator will only instantly decay leaves that have actually been marked for decay.
# Set to false if you want leaves to be destroyed regardless of their decay status (hint: or for "leaf" blocks that are not really leaves). [default: true]
B:requireLeafDecayCheck=true
# Enabling this will cause destroyed leaves to be sheared when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearLeaves=false
# Enabling this will shear /some/ of the vines on a tree when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearVines=false
}
####################
# miscellaneous_settings
####################
miscellaneous_settings {
# Set to true if you want TreeCapitator to log info about what it's doing, false to disable [default: false]
B:allowDebugLogging=false
# Set to true if you want TreeCapitator to tell you what kind of block you have clicked when sneaking, false to disable. [default: false]
B:allowDebugOutput=false
# Set to false to disable TreeCapitator Smart Tree Detection.
# Smart Tree Detection counts the number of leaf blocks that are adjacent to the
# top-most connected log block at the x, z location of a log you've broken. If
# there are at least minLeavesToID leaf blocks within maxLeafIDDist blocks then
# TreeCapitator considers it a tree and allows chopping.
# WARNING: Disabling Smart Tree Detection will remove the only safeguard against
# accidentally destroying a log structure. Make sure you know what you're doing! [default: true]
B:allowSmartTreeDetection=true
B:allowUpdateCheck=true
# Flag to disable drops in Creative mode [default: false]
B:disableCreativeDrops=false
# Flag to disable tree chopping in Creative mode [default: false]
B:disableInCreative=false
# The maximum horizontal distance that the log breaking effect will travel (use -1 for no limit). [range: -1 ~ 100, default: 16]
I:maxBreakDistance=16
# If a tree's top log is not close enough to leaf blocks, the tree will not be chopped.
# Increasing this value will search further. I would try to keep it below 3. [range: 1 ~ 8, default: 1]
I:maxLeafIDDist=1
# The minimum number of leaves within maxLeafIDDist of the top log block required to identify a tree. [range: 0 ~ 8, default: 3]
I:minLeavesToID=3
# Setting this to false will allow the chopping to move downward as well as upward (and blocks below the one you break will be chopped) [default: true]
B:onlyDestroyUpwards=true
# Set sneakAction = "disable" to disable tree chopping while sneaking,
# set sneakAction = "enable" to only enable tree chopping while sneaking,
# set sneakAction = "none" to have tree chopping enabled regardless of sneaking. [default: disable]
S:sneakAction=disable
}
Change this setting to false:
B:requireLeafDecayCheck=true
I've run into problem with the updates. Specifically, none of them work.
bspkrsCore is installed in %appdata%/.minecraft/mods, and Forge shows it as loaded. However, neither Treecapitator 1.4.6.r07 (installed in ./coremods), nor Ingameinfo.1.4.6.r03 (installed in ./mods) are seen.
I tried deleting treecapitator's CFG first. It had no effect, since Forge's logs show neither of your other mods even register themselves. Any suggestions? A clean install doesn't help, but rolling back to the previous versions does.
Did you upload the wrong versions? I'm tempted to think yes, since they're 1.4.7 mods, and labeled 1.4.6, unlike bspkrsCore.
I've run into problem with the updates. Specifically, none of them work.
bspkrsCore is installed in %appdata%/.minecraft/mods, and Forge shows it as loaded. However, neither Treecapitator 1.4.6.r07 (installed in ./coremods), nor Ingameinfo.1.4.6.r03 (installed in ./mods) are seen.
I tried deleting treecapitator's CFG first. It had no effect, since Forge's logs show neither of your other mods even register themselves. Any suggestions? A clean install doesn't help, but rolling back to the previous versions does.
Did you upload the wrong versions? I'm tempted to think yes, since they're 1.4.7 mods, and labeled 1.4.6, unlike bspkrsCore.
1.4.6 and 1.4.7 mods are 99/100 times compatible with both 1.4.6 and 1.4.7. Also, I have all my mods running in my local MC instance (1.4.7 on Forge 6.1.0.527) and I haven't seen any issues with any of them. The only reason bspkrsCore is labeled as 1.4.7 instead of 1.4.6 is because I didn't release it until a few days ago.
Can you provide a ForgeModLoader-client-0.log (use pastebin.com or similar)? Did you try re-downloading? I can't think of any reasons that Forge wouldn't load the files unless they are corrupted in some way.
Can you provide a ForgeModLoader-client-0.log (use pastebin.com or similar)? Did you try re-downloading? I can't think of any reasons that Forge wouldn't load the files unless they are corrupted in some way.
Re-downloading solved the problem. Apparently, I clicked the wrong link, and tried to install the non-Forge version of TreeCapitator. Though no error messages were seen, it was enough to break TreeCapitator and IngameInfo. All is well now.
Re-downloading solved the problem. Apparently, I clicked the wrong link, and tried to install the non-Forge version of TreeCapitator. Though no error messages were seen, it was enough to break TreeCapitator and IngameInfo. All is well now.
Interesting. I'll have to go through and find a bunch of ways to install these mods wrong and document the errors (or lack thereof). Glad you figured it out.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
D_B
To tell them how to live is to prevent them living.
FYI, bspkrsCore is NOT a coremod, it's just a core set of classes that are shared between all my mods. Put it in the mods folder.
Correct, bspkrsCore goes in the mods folder, not coremods. TreeCapitator for Forge still goes in the coremods folder.
yeah i figured that since it was a .zip and not a .jar.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Go back and read the OP again. This round of releases has a new required dependency on bspkrsCore, a new mod that just contains shared classes used in all my mods.
http://paste.ubuntu.com/1695657/
Did ya' fix the optifine thing?
Oh wait, Fatal error it kinda bricked my minecraft
I Solve practical problems
Cool, thanks. Great work as always. Installed it last night but didn't have time to try it out.
D_B
To tell them how to live is to prevent them living.
As for "bricking" MC, did you install bspkrsCore as well? See the OP for details. Change this setting to false:
B:requireLeafDecayCheck=true
Yea, Already did
Optifine is more importiant unfortunately :c
I Solve practical problems
bspkrsCore is installed in %appdata%/.minecraft/mods, and Forge shows it as loaded. However, neither Treecapitator 1.4.6.r07 (installed in ./coremods), nor Ingameinfo.1.4.6.r03 (installed in ./mods) are seen.
I tried deleting treecapitator's CFG first. It had no effect, since Forge's logs show neither of your other mods even register themselves. Any suggestions? A clean install doesn't help, but rolling back to the previous versions does.
Did you upload the wrong versions? I'm tempted to think yes, since they're 1.4.7 mods, and labeled 1.4.6, unlike bspkrsCore.
Can you provide a ForgeModLoader-client-0.log (use pastebin.com or similar)? Did you try re-downloading? I can't think of any reasons that Forge wouldn't load the files unless they are corrupted in some way. Only if you control what's installed on the server.
Re-downloading solved the problem. Apparently, I clicked the wrong link, and tried to install the non-Forge version of TreeCapitator. Though no error messages were seen, it was enough to break TreeCapitator and IngameInfo. All is well now.
What do u mean by that? i am the one who hosts the server but i dont know how to manage this mod.