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Can you make it so I can chop down mods' trees?
Treecapitator Forge already supports this, but I do not have plans to add this functionality to the ModLoader version. Treecapitator Forge uses the FML CoreMod framework to allow this to be possible without requiring changes to vanilla class files in your Minecraft jar file beyond the installation of Forge.
Why does it take sooooooo long to chop down a tree?
One of the things that Treecapitator gets a lot of flack for is contributing imbalance to the game. The new config option treeHeightDecidesBreakSpeed is an attempt to lessen the imbalance by making it take longer to chop that first log. If you don't like it, turn it off.
You said Treecapitator Forge can chop any tree out of the box... why doesn't tree X from mod Y work?
Treecapitator Forge has the ability to chop down any mods' trees, but the default configuration is only as good as the time I have to make it. You will need to add config entries for any mod/tree that isn't included in the defaults. This is less of an issue than it used to be as code has been added to scan the Forge Ore Dictionary for unregistered tree-related blocks and register them with Treecapitator.
What mods are supported in the default config?
- [Applied Energistics] (http://ae-mod.info/)
- [Biomes O'Plenty] (http://www.minecraftforum.net/topic/1495041-)
- [DivineRPG] (http://www.minecraftforum.net/topic/1518578-)
- [ExtraBiomesXL] (http://www.minecraftforum.net/topic/1090288-)
- [Forestry] (http://www.minecraftforum.net/topic/700588-)
- [Gems Plus] (http://www.minecraftforum.net/topic/1249855-)
- [Gravitation Suite] (http://forum.industrial-craft.net/index.php?page=Thread&threadID=6915)
- [Industrialcraft 2] (http://wiki.industrial-craft.net/)
- [Mekanism] (http://www.minecraftforum.net/topic/1361286-)
- [Minefactory Reloaded] (http://www.minecraftforum.net/topic/521617-)
- [Natura] (http://www.minecraftforum.net/topic/1753754-)
- [Railcraft] (http://www.minecraftforum.net/topic/701990-)
- [Red Power 2] (http://www.eloraam.com/)
- [Thaumcraft] (http://www.minecraftforum.net/topic/1585216-)
- [Tinker's Construct] (http://www.minecraftforum.net/topic/1659892-)
- [The Twilight Forest] (http://www.minecraftforum.net/topic/561673-)
Does Treecapitator work with ID Resolver?
Yes, ID Resolver support is built in as of version 1.4.6.r03 for Forge. No manual configuration changes are necessary for it to work.
I installed MultiMine and now Treecapitator doesn't work... how can I fix it?
In order for Treecapitator and MultiMine to play nice, all log block IDs that you want to work with TreeCapitator must be added to the Excluded Block IDs list in the AS_MultiMine.cfg file. You only need to add the block IDs for logs (not leaves).
I chopped down a tree with destroyLeaves=true, but all the leaves stayed behind. What gives?
By default Treecapitator will only destroy leaf blocks that have been marked for natural decay. The vanilla log block contains code that will initiate natural decay for leaf blocks within a certain distance of it. If a custom log block fails to include similar code to mark nearby leaf blocks for decay, Treecapitator (in its default config) will see that these leaves are not marked for decay and will ignore them. This check can be by passed by setting requireLeafDecayCheck=false in your config.