[Mod] Lumberjack [lumberjack]
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
I can't test it currently (no access to my PC) but "ethereal" was missing in "depends.txt".
I added it currently on GitHub, I guess this helps :)
Thanks for your report.
I added it currently on GitHub, I guess this helps :)
Thanks for your report.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Re: [Mod] Lumberjack [lumberjack]
Yay! It works now, thanks!
Another query...
What does radius mean here --is it from the main trunk to the longest branch, or main trunk to the farthest leaves?
Code: Select all
-- 'radius' the the range in nodes (+x/-x/+z/-z), where all available tree nodes will be removed.
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
Only the tree branches. The leaves normally disappear by themselves.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Re: [Mod] Lumberjack [lumberjack]
Thanks for the confirmation.
Figured it out as well with help from the ethereal mod code (schematics directory).
Re: [Mod] Lumberjack [lumberjack]
When I start a game, then I do not have an axe.
When I want to cut a tree with my bare hands, it tolds me "[Lumberjack Mod] You have to use an axe"
How can I craft an axe, when I do not have an axe to cut the trees?
When I want to cut a tree with my bare hands, it tolds me "[Lumberjack Mod] You have to use an axe"
How can I craft an axe, when I do not have an axe to cut the trees?
- philipbenr
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Re: [Mod] Lumberjack [lumberjack]
I have never used this mod, but I believe it might be the case that you can harvest bush stems, put them into crafting and get wood. So looking for blueberry bush and the likes. 4 bushes should be able to do the trick (1 for sticks, 3 for regular planks to make the axe)
- Nathan.S
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Re: [Mod] Lumberjack [lumberjack]
You can climb up to the top of a tree and chop it down without an ax I think.
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- joe7575
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Re: [Mod] Lumberjack [lumberjack]
This can normaly only happen if, as a seasoned player, you have already been granted lumberjack privs but accidentally lost all of your wood and axes.
This seems like a worst case scenario, but even then:
- you can ask other players to give you a piece of wood
- you can harvest bush stems (as philipbenr mentioned)
- you can enter the server with a second account to harvest wood
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
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Re: [Mod] Lumberjack [lumberjack]
Hey Joe,
it's me again having problems.
As formerly @FreeGamers said "However, I could not seem to revoke the "lumberjack" priv from myself", I wonder why I can't get back to no lumberjack's priv. In singleplayer even after uninstalling minetest I still have that priv after reinstalling. On my private server I tried to log with different accounts (freshly created ones just for testing this) and they all have the priv right from the start. So I wondered where the points necessary are stored but I couldn't figure it out, the database files in the respective world folders didn't contain anything regarding your mod no mention of lumberjack priv at least).
Could you point me to where I have to look for resetting it, please?
it's me again having problems.
As formerly @FreeGamers said "However, I could not seem to revoke the "lumberjack" priv from myself", I wonder why I can't get back to no lumberjack's priv. In singleplayer even after uninstalling minetest I still have that priv after reinstalling. On my private server I tried to log with different accounts (freshly created ones just for testing this) and they all have the priv right from the start. So I wondered where the points necessary are stored but I couldn't figure it out, the database files in the respective world folders didn't contain anything regarding your mod no mention of lumberjack priv at least).
Could you point me to where I have to look for resetting it, please?
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
I have no idea, what's going wrong. I even can't remove the lumberjack privs.
For testing purposes I reduced the complete code to the following line:
But I still was not able to revoke the privs.
This seems to be a minetest bug, I can't think of anything else...
For testing purposes I reduced the complete code to the following line:
Code: Select all
minetest.register_privilege("lumberjack", {
description = "Gives you the rights to fell a tree at once"
})
This seems to be a minetest bug, I can't think of anything else...
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Re: [Mod] Lumberjack [lumberjack]
I see, thank you for your response, though.
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
I changed the mod and removed the privs completely.
Now you can set the lumberjack points via a chat command.
Now you can set the lumberjack points via a chat command.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
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Re: [Mod] Lumberjack [lumberjack]
If are playing a game with minetest as the base . in all settings ,games ,minetest game . give initial stuff .will start the game with basic tools .
its fun starting out with nothing and sussing out what to do first time around but it becomes tiresome after awhile expecially if you have to keep restarting to find a decent mapgen .
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Re: [Mod] Lumberjack [lumberjack]
Hi! Some trees do not work with the lumberjack mod, from ethereal I think:
- Some banana trees (when they have like only tree blocks of wood, usually)
- Some large trees of red wood
- Burned trees (the ones that let you craft a different coal)
You can test this here: mercurio.ronoaldo.net:30000
- Some banana trees (when they have like only tree blocks of wood, usually)
- Some large trees of red wood
- Burned trees (the ones that let you craft a different coal)
You can test this here: mercurio.ronoaldo.net:30000
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
This is no issue any more. If you don't have an axe, you can still dig the tree from the top, even with lumberjack skills.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
This mod has its limits. You can register trees by means of this function:ronoaldo wrote: ↑Sat Mar 20, 2021 15:25Hi! Some trees do not work with the lumberjack mod, from ethereal I think:
- Some banana trees (when they have like only tree blocks of wood, usually)
- Some large trees of red wood
- Burned trees (the ones that let you craft a different coal)
You can test this here: mercurio.ronoaldo.net:30000
Code: Select all
function lumberjack.register_tree(tree_name, sapling_name, radius, stem_height_min)
- 'sapling_name' is the tree sapling name, e.g. "default:sapling"
- 'radius' is the range in nodes (+x/-x/+z/-z), where all available tree nodes will be removed.
- 'stem_height_min' is the minimum number of tree nodes, to be a valid stem (and not a root item).
You can only play with "radius" and "stem_height_min".
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Re: [Mod] Lumberjack [lumberjack]
Can you reverse those changes and restore the privilege.
Currently I've had to remove the mod as it just doesn't work properly. Just wasted an afternoon creating new worlds in an effort to get the mod to function but where it used to work, now it actually just hinders players
Currently I've had to remove the mod as it just doesn't work properly. Just wasted an afternoon creating new worlds in an effort to get the mod to function but where it used to work, now it actually just hinders players
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
You can download the previous version v0.8:
https://github.com/joe7575/lumberjack/a ... e2ddec.zip
Unfortunately, the priv system is buggy and can't be used for lumberjack, see
viewtopic.php?p=391888#p391888
https://github.com/joe7575/lumberjack/a ... e2ddec.zip
Unfortunately, the priv system is buggy and can't be used for lumberjack, see
viewtopic.php?p=391888#p391888
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
Update: v1.1 is available
- Support for Minetest Translator added (with German translation)
- The mod 'default' is now optional (to be prepared for other games)
- Alternatively, tree trunk items can be dropped (instead moved to the player's inventory)
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
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Re: [Mod] Lumberjack [lumberjack]
+1
I think this is a great idea because one of my pet peeves is "derp trees" on servers.
I don't know if I can explain this, but unfortunately I will be no help with actual code, but I have possible suggestions for improvement.
-Can you make it so the lumberjack feature works when the player is hitting the side of a log, but disabled (no chopping whole tree, no checking if you have the priv and no warning) if the player is hitting the top of the log? This would make it easier to deal with starting a singleplayer world, getting resources to make your 1st axe and with not having your axe on you.
-Is there a way to check just the log being targeted and include a check and removal of 1 log below it for when worldgen makes a tree with one log below the surface level?
-Similar to above, is there a way to check around the target log so trees like jungle tree get lumberjack when you chop one of the side logs?
One of the problems I've seen with other mods om MC and MT is how to work with trees like MT's acacia or jungle without massive de-forestation with one chop. Can you change the search criteria at different stages? What I mean is one check for what's near at the base of a tree and switch to a different way of checking higher up. Maybe track the location of the initial log and only check within so much distance from that location? Possibly expanding the area as you go up, so like only get logs within a 2 radius at the base, but as you go up, expand the radius if there is a log or leaf to the side. I have no idea if I explained this well or how hard it would be to code.
I think this is a great idea because one of my pet peeves is "derp trees" on servers.
I don't know if I can explain this, but unfortunately I will be no help with actual code, but I have possible suggestions for improvement.
-Can you make it so the lumberjack feature works when the player is hitting the side of a log, but disabled (no chopping whole tree, no checking if you have the priv and no warning) if the player is hitting the top of the log? This would make it easier to deal with starting a singleplayer world, getting resources to make your 1st axe and with not having your axe on you.
-Is there a way to check just the log being targeted and include a check and removal of 1 log below it for when worldgen makes a tree with one log below the surface level?
-Similar to above, is there a way to check around the target log so trees like jungle tree get lumberjack when you chop one of the side logs?
One of the problems I've seen with other mods om MC and MT is how to work with trees like MT's acacia or jungle without massive de-forestation with one chop. Can you change the search criteria at different stages? What I mean is one check for what's near at the base of a tree and switch to a different way of checking higher up. Maybe track the location of the initial log and only check within so much distance from that location? Possibly expanding the area as you go up, so like only get logs within a 2 radius at the base, but as you go up, expand the radius if there is a log or leaf to the side. I have no idea if I explained this well or how hard it would be to code.
Re: [Mod] Lumberjack [lumberjack]
Well, I like really much this mod, I always use it
But I just figured out now that it looks like it's not compatible with Signs Bot mod, as the bot can't earn lumberjack points. (Or it would have to be programmed to always chop from the top I guess)
It's not a big issue, but it was funny for me to realize, after a while crawling in the code of both mods, that they have been made by the same person :-D :-D :-D
But I just figured out now that it looks like it's not compatible with Signs Bot mod, as the bot can't earn lumberjack points. (Or it would have to be programmed to always chop from the top I guess)
It's not a big issue, but it was funny for me to realize, after a while crawling in the code of both mods, that they have been made by the same person :-D :-D :-D
- joe7575
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Re: [Mod] Lumberjack [lumberjack]
Cool idea, but this would require that:
- Bots have a unique name, like players
- Bots know, when they have enough points to change the tree felling strategy
- Bots have a unique name, like players
- Bots know, when they have enough points to change the tree felling strategy
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
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