Hybrid Dog wrote:finished.socramazibi wrote:Yes, within the inventory. :-)
Only exchange treecapitator.drop_items = true with treecapitator.drop_items = false at the init.lua file
Hybrid Dog wrote:I edited the code. It might work now.ElectricSolstice wrote:Just tried it out with my voltbuild mod. There's one problem. Not all my tree nodes drop the same node as itself. For example, all my rubber tree nodes that have rubber in them just drop a regular rubber tree node when chopped instead of the one with rubber in it and sometimes it'll even drop the item rubber instead of the tree node.
Sokomine wrote:This is very useful. Does it work on moretrees as well? (might be asking a bit much though).
It is certainly more fun felling trees with a mod that digs up the rest automaticly. Normal decay of leaves is also too slow on some servers, so this is a definite plus.
gsmanners wrote:The tricky thing about moretrees is a how freakin huge they can get, and the fact that they can sometimes overlap other trees. Then there's all the branch tree nodes. It can be a real pain to harvest the big redwoods.
Hybrid Dog wrote:So most of the moretrees have a straight stem, leaves, but also tree nodes, on the top and can be compared a little bit to the usual apple tree.
I would need to add a new type of tree with configurable stem sizes, min- and maxpoints for the top and an option to enable checking tree nodes around different.
Krock wrote:Hybrid Dog wrote:So most of the moretrees have a straight stem, leaves, but also tree nodes, on the top and can be compared a little bit to the usual apple tree.
I would need to add a new type of tree with configurable stem sizes, min- and maxpoints for the top and an option to enable checking tree nodes around different.
How about a chainsaw-like style which is contain in the technic mod?
sloantothebone wrote:well then HOW DO I MAKE IT GIVE ME SAPLINGS?!?
all i need is a small code to give me a random number of saplings every time a tree is treecapitated that i can paste somewhere in the code (where it will execute at the right time)
JPRuehmann wrote:Hello
I get this message, "[treecapitator] Error: Overwriting default:tree went wrong." what is wrong?
Thanks,
JPR
mintpick wrote:I updated this mod with sound of a falling tree, taken from there http://www.freesound.org/people/ecfike/sounds/139952/.
Hybrid Dog wrote:thanks, I added it but disabled it by default because the sound was also played if a single trunk block was dug
mintpick wrote:Hybrid Dog wrote:thanks, I added it but disabled it by default because the sound was also played if a single trunk block was dug
I moved "sound_play" call to "if tree_found then" section. It is fixed sound playing when individual nodes of wood is mined, but when there is at least one another wood node above one mined it still fires the sound.
EDIT:
Ok, finally fixed it by moving "sound_play" call to "if leaf_found then" section.
fireglow wrote:Hi, nice mod, I like it.
I have a suggestion for improvement:
Could you make it so that node breakers from the mesecon mod
also trigger the whole tree to be destroyed?
That would make the mod suitable for automated tree farms.
Hybrid Dog wrote:it already works, I just tested it, but thanks for the idea
fireglow wrote:Hybrid Dog wrote:it already works, I just tested it, but thanks for the idea
It didn't in my earlier tests, I'll try again...
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