[Mod] New Timber mod [nt]

deivan
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by deivan » Thu Apr 10, 2014 12:30

I revised the process and the group tree don't cover all, like the cactus, then I rewrite the function without a loop, I hope this attenuate the performance problem.
Releasing this new version ASAP (~10 minutes).
 

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TenPlus1
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Re: [Mod] New Timber mod [nt]

by TenPlus1 » Thu May 22, 2014 12:09

Why does your mod rely on 'domb' as a dependency when it's not required within the mod itself?
 

deivan
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Re: [Mod] New Timber mod [nt]

by deivan » Fri May 23, 2014 13:14

Well... Is my all-in-one library. Don't is a problem, is?
 

Hybrid Dog
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Re: [Mod] New Timber mod [nt]

by Hybrid Dog » Fri May 23, 2014 17:38

Does your mod something like my treecapitator mod?
viewtopic.php?f=11&t=4772#p141152
 

deivan
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Re: [Mod] New Timber mod [nt]

by deivan » Fri May 23, 2014 21:14

Is similar, I only rewrite the original timber mod to a operational version... The main focus is to cut down all wood and leave all leaves, fruits and other things in the place to the natural decay.
 

Hybrid Dog
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Re: [Mod] New Timber mod [nt]

by Hybrid Dog » Sat May 24, 2014 09:40

deivan wrote:Is similar, I only rewrite the original timber mod to a operational version... The main focus is to cut down all wood and leave all leaves, fruits and other things in the place to the natural decay.

I also rewrote Jeija's timber mod to destroy whole trees but I removed some original code.
 

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