[Mod] TreeCapitator [treecapitator]

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Hybrid Dog
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by Hybrid Dog » Post

sorry

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echosa
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Re: [Mod] TreeCapitator [treecapitator]

by echosa » Post

I'm curious what the difference between this mod, Timber, New Timber, and New New Timber are. I've never used any of them, so I'm not sure what the differences are.

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Hybrid Dog
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by Hybrid Dog » Post

Jeija's timber mod caused following: If you dig one of the nodes listed there then the nodes above them also become dug (if they have the same name).
It's deprecated now because its function is added to default for papyrus and cactus.

l haven't tested the other ones, deivan's mod obviously additionally removes whole trees (with leaves) in comparison to Jeija's mod.
deivan's mod is obviously three years old.
My mod doesn't add the straight digging up function to papyrus etc.,
the leaves of trees next to the chopped one are kept,
treecapitating only works if it's a tree with leaves and the tree is not rotated to avoid destroying trunk house corners,
if sneak is pressed, the tree doesn't become capitated,
a sound is played, etc..
But my version doesn't support growing_trees, which is, if l remember correctly, an old, more or less remarkable mod.

Nemin32's version is almost the same as deivan's, the only difference is that the axe is needed to chop the whole tree, l assume.
+ Spoiler

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AccidentallyRhine
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Re: [Mod] TreeCapitator [treecapitator]

by AccidentallyRhine » Post

FYI, appending fruits = {"default:snow"} to init.lua where pinetrees are registered, is a great way to eliminate the floating rings of snow that are left after cutting down a pine tree.

As follows:

Code: Select all

treecapitator.register_tree({
	trees = {"default:pine_tree"},
	leaves = {"default:pine_needles"},
	range = 6,
	fruits = {"default:snow"}
})
It sounds stupid, but it works ...as far as I can validate.

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Hybrid Dog
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by Hybrid Dog » Post

Using nodeupdate the snow could fall down to the ground l guess.

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fireglow
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Re: [Mod] TreeCapitator [treecapitator]

by fireglow » Post

Could somebody please add support for the mg v7 default tree, it's now growing with branches, like so:
Image

After cutting the main trunk with, the branches remain:
Image

Edit: The main trunk is sometimes 2, sometimes 3 nodes high before it branches off.

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Hybrid Dog
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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Post

AnxiousInfusion, sorry for the long delay, now snow falls down after capitating trees (with falling_extras it makes fun watching snow suddenly fall from there).

l added support for v7 trees.
fireglow, does mgv7 also offer the other trees, the mgv6 ones?

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fireglow
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Re: [Mod] TreeCapitator [treecapitator]

by fireglow » Post

Hybrid Dog wrote:l added support for v7 trees.
fireglow, does mgv7 also offer the other trees, the mgv6 ones?
I believe the default:sapling only grows into the branched version of the tree.
However, there are servers (like mine ;) that have other treemods installed (for example farming_plus) the trees of which are akin to the regular, old v6 trees. In the case of farming_plus, en example is farming_plus:banana_sapling.

I just tested the v7 default:sapling, everything works perfect. Thank you! :-)

atorian37
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Re: [Mod] TreeCapitator [treecapitator]

by atorian37 » Post

I used this mod very often on servers with mapgen v6 and it works very well.
on servers with mapgen v7, it seems that it does not work well for all kind of trees.
do I need a newer version of the mod?

regards,
atorian37

sorry I just realised, that I did not read all the post here, I need a newer version I see....sorry :(

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Hybrid Dog
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by Hybrid Dog » Post

The new version only supports mgv7 apple trees. The other ones (e.g. jungletree) aren't implemented yet.
Trees are registered in trees.lua.
https://github.com/HybridDog/treecapita ... es.lua#L45

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nvrsbr
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Re: [Mod] TreeCapitator [treecapitator]

by nvrsbr » Post

Doesnt seem to work?

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Hybrid Dog
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by Hybrid Dog » Post

It should work.

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