[Mod] Lumberjack [lumberjack]

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[Mod] Lumberjack [lumberjack]

by joe7575 » Tue Apr 10, 2018 18:59

A Mod for tree harvesting and planting!

This mod fulfills several aspects:
  • New players are trained to always fell trees completely and replace them with saplings (education for sustainability)
  • Trained players with additional "skills" get lumberjack privs to fell trees more efficiently (based on ideas from TreeCapitator and several Timber mods)
  • No parts of trees hanging in the air anymore

GitHub: https://github.com/joe7575/lumberjack
Download: https://github.com/joe7575/lumberjack/a ... master.zip

This mod allows to completely fell trees by destroying only one block. The whole tree is harvested and moved to the players inventory. But therefore lumberjack privs are needed. New player normally will not get the necessary privs immediately, they have to harvest the tree from the top, block by block "to improve their skills".
To simplify the climbing, the mod allows to hit steps into the tree (ladder function)

But there are three configuration possibilities:
  1. All players get directly lumberjack privs
  2. Players have to collect points to get lumberjack privs
  3. Players will never get lumberjack privs from the mod itself (but will be granted by means of other reasons)

Points have to be collected by harvesting tree blocks AND planting saplings.
The default setting is 400 which means, you have to harvest more then 400 tree blocks and plant more then 66 (400/6) saplings to get lumberjack privs.

The configuration can be changed directly in the file 'settingtypes.txt' or by means of the Minetest GUI.

Some technical aspects:
  • 'param1' of the nodes data is used to distinguish between grown trees and placed tree blocks so that this mod will not have any impact to buildings or other objects based on tree blocks
  • an API function allows to register additional trees from other mods, which is quite simple
  • the Ethereal mod is already supported, others will follow


Dependencies
default

License
Copyright (C) 2018 Joachim Stolberg
Code: Licensed under the GNU LGPL version 2.1 or later. See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt
Sound is taken from Hybrid Dog (TreeCapitator)
Last edited by joe7575 on Mon Apr 16, 2018 20:34, edited 1 time in total.
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Re: [Mod] Lumberjack [lumberjack]

by hajo » Tue Apr 10, 2018 22:57

joe7575 wrote:New player .. have to harvest the tree from the top

Really? I usually start at the ground, and work my way to the top.
 

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Re: [Mod] Lumberjack [lumberjack]

by AlexYst » Wed Apr 11, 2018 00:23

hajo wrote:
joe7575 wrote:New player .. have to harvest the tree from the top

Really? I usually start at the ground, and work my way to the top.

For short trees, I sometimes harvest from the bottom, but only after clearing all the leaf nodes. For taller trees, it's easier to start at the top. Also, I think the purpose of doing it from the top in this mod is to prevent the floating logs some players leave.

This is a pretty cool idea! It causes trees to be treated similar to papyrus in how they're dug.
 

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Re: [Mod] Lumberjack [lumberjack]

by Sokomine » Wed Apr 11, 2018 01:54

Very good idea. Tree logs hanging in the air are very annoying, and motivating players to dig the entire tree is highly welcome. I hope it doesn't really matter in which direction the tree is cut? I usually start from the bottom. If the tree is higher than what I can reach, temporal piles of dirt or leaves placed where the trunks had been help to get the upper parts.
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Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Wed Apr 11, 2018 05:36

hajo wrote:Really? I usually start at the ground, and work my way to the top.


Yes, me too!
But who cares about server rules?
This mod prevents having forests on your server looking like this:
Image

Since I have installed the "top-down approach mod", this problem is gone.
You have to go into discussion with players asking, why this awkward way?
But at the end they will be rewarded and you will have blooming forests :D
Attachments
bottom_up.png
(531.61 KiB) Not downloaded yet
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Re: [Mod] Lumberjack [lumberjack]

by Sokomine » Thu Apr 12, 2018 05:22

If you really want a top-down approach for trees - how about adding a special axe that allows to dig tiny holes in the trunk and climb up using them? There's a mod somewhere on the forum that allows to do this with stone cliffs. Maybe you could allow all axes to act that way. If it's not the topmost tree node, add a non-diggable ladder (which looks like holes) instead of digging the tree block. If it's the topmost node, dig it normally with the axe. Be sure to distinguish between trees placed by mapgen or grown from saplings and tree logs placed by people who are trying to build a house. The later ones might get quite annoyed if they can't really use tree logs for building anymore.

Half-cut trees are a huge annoyance on servers, so I hope your mod will get used.
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Re: [Mod] Lumberjack [lumberjack]

by dawgdoc » Thu Apr 12, 2018 18:23

Sokomine wrote:...how about adding a special axe that allows to dig tiny holes in the trunk and climb up using them? There's a mod somewhere on the forum that allows to do this with stone cliffs. Maybe you could allow all axes to act that way.

[handholds]
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Re: [Mod] Lumberjack [lumberjack]

by twoelk » Thu Apr 12, 2018 19:30

joe7575 wrote:----8<----
* the Ethereal mod is already supported, others will follow
---->8----


yay - and now challenge More-Trees and all the others of this List: https://wiki.minetest.net/Mods:Nature and those in the australia mod and those in LOTT and ...
;-P
 

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Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Thu Apr 12, 2018 20:11

Sokomine wrote:If you really want a top-down approach for trees - how about adding a special axe that allows to dig tiny holes in the trunk and climb up using them? There's a mod somewhere on the forum that allows to do this with stone cliffs. Maybe you could allow all axes to act that way. If it's not the topmost tree node, add a non-diggable ladder (which looks like holes) instead of digging the tree block. If it's the topmost node, dig it normally with the axe.

Very good idea, thanks. It will try it.

Sokomine wrote:Be sure to distinguish between trees placed by mapgen or grown from saplings and tree logs placed by people who are trying to build a house. The later ones might get quite annoyed if they can't really use tree logs for building anymore.


That's already the case and works for all supported trees, so far.

twoelk wrote:yay - and now challenge More-Trees and all the others of this List: ...

The question is how many public server use all this "nature" mods?
However, the mod provides a function to register further trees:

Code: Select all
lumberjack.register_tree(tree_name, sapling_name, radius, stem_height_min)
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Re: [Mod] Lumberjack [lumberjack]

by maxx » Sun Apr 15, 2018 13:07

really nice!
nice tool for big projects...
visit https://forum.minetest.net/viewtopic.php?f=9&t=19743 to get more information about trainblocks
 

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Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Mon Apr 16, 2018 20:30

v0.5 is on GitHub
It allows to hit steps into the tree and climb to the top.
But you have to use some kind of axe.

Edit: changed to v0.5
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Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Fri Jan 03, 2020 22:09

Thanks for updating this and towercrane. I am going to give this mod a try this weekend. In my server, which is growing in popularity and use, I've been finding that a lot of players are leaving floating trees. So this mod may be a great fit for me. I will test it.

I like that it requires to start from the top and that there is a way to assist this behavior to incentivize players to do this.
 

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Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Sun Jan 05, 2020 00:37

My initial test leaves me with a really good impression.

However, I could not seem to revoke the "lumberjack" priv from myself (admin) and had to use a testuser to test the normal pre-priv behavior of this mod.

I will test this with the df_trees mod in the dfcaverns modpack and see if it makes sense to add compatability to that, i suspect it does. I tried adding this myself but i could not figure out how your API will work because some of these don't have saplings and I'm not sure where to get the minimum stem distance from and the radius of the stems?
Here is the mod https://notabug.org/FreeGamers/Saras_Si ... s/df_trees

Seems quite good. I'm going to consider which way I should use it in my game then it will likely be included in the main server/game :)
 

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Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Mon Jan 06, 2020 00:13

This mod does not work with the screwdriver item, as you cannot rotate the tree blocks with it if this mod is installed.
 

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Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Mon Jan 06, 2020 12:59

FreeGamers wrote:This mod does not work with the screwdriver item, as you cannot rotate the tree blocks with it if this mod is installed.

I fixed it. v0.6 is on GitHub and ContentDB
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Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Mon Jan 06, 2020 14:32

Thanks! When I get home from work I'll check it out asap.

There was a player in my server who was trying to cut down a tree trunk that he used in his house, but he could not because there were others stacked atop of it. I was wondering if there was a way to avoid behavior like that. Maybe some sort of meta check or something to run on tree blocks if they have been placed by players?

Otherwise, I can't think of any other issues with this mod.

When I get home from work I'll update to the new version.
 

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Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Mon Jan 06, 2020 15:30

Tree trunks places by players are marked as "hand-placed".
Unfortunately, this is not the case for trunks that were placed before the mod was installed.
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Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Mon Jan 06, 2020 18:19

Understandable. Regardless, that sounds perfect. Can't wait to try the update! :)
 

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Re: [Mod] Lumberjack [lumberjack]

by luizsab » Mon Jan 06, 2020 20:06

I like so much this mod, congratulations!
I was trying and I change the settingtypes to 50 but I do not turn a lumberjack. Did I something wrong?

Thank you!
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Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Tue Jan 07, 2020 00:14

luizsab, you have to set it either in your minetest.conf file or you have to set it in the init.lua itself to override the default. If you use the MT client you should be able to set it in the configure menu for the mod. Set it to 0 if you want it always be on.
 

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Re: [Mod] Lumberjack [lumberjack]

by luizsab » Tue Jan 07, 2020 13:38

Thank you, it works now! So to turn a lumberjack I need to dig trees from the top, catch the sapplings and to plant it, is right? Then if I set to 5 the lumberjack_points at minetest.conf it meanings that I have to get 5 trees? I didn't get any message advising when I turned lumberjack
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Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Tue Jan 07, 2020 17:46

luizsab wrote:Thank you, it works now! So to turn a lumberjack I need to dig trees from the top, catch the sapplings and to plant it, is right? Then if I set to 5 the lumberjack_points at minetest.conf it meanings that I have to get 5 trees? I didn't get any message advising when I turned lumberjack


5 means that you dig 5 pieces of a tree and only have to plant one sapling. That's it.
There is a chat message when you get the lumberjack privileges, maybe you oversaw that?
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Re: [Mod] Lumberjack [lumberjack]

by luizsab » Tue Jan 07, 2020 22:50

Very good! I understand and I will use with my students, but the message really not shows.
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