[Mod] Lumberjack [lumberjack]

User avatar
joe7575
Member
Posts: 477
Joined: Mon Apr 24, 2017 20:38
GitHub: joe7575
In-game: JoSto
Location: Germany, in the deep south

[Mod] Lumberjack [lumberjack]

by joe7575 » Post

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.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Minecart, Signs Bot.

hajo
Member
Posts: 605
Joined: Thu Oct 13, 2016 10:45
Location: DE
Contact:

Re: [Mod] Lumberjack [lumberjack]

by hajo » Post

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.

User avatar
AlexYst
Member
Posts: 96
Joined: Fri Mar 20, 2015 01:24
GitHub: y-st
IRC: AlexYst
In-game: AlexYst
Contact:

Re: [Mod] Lumberjack [lumberjack]

by AlexYst » Post

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.

Sokomine
Member
Posts: 4138
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: [Mod] Lumberjack [lumberjack]

by Sokomine » Post

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.
A list of my mods can be found here.

User avatar
joe7575
Member
Posts: 477
Joined: Mon Apr 24, 2017 20:38
GitHub: joe7575
In-game: JoSto
Location: Germany, in the deep south

Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Post

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
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Minecart, Signs Bot.

Sokomine
Member
Posts: 4138
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: [Mod] Lumberjack [lumberjack]

by Sokomine » Post

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.
A list of my mods can be found here.

dawgdoc
Member
Posts: 253
Joined: Mon Feb 27, 2017 01:10
GitHub: dawgdoc

Re: [Mod] Lumberjack [lumberjack]

by dawgdoc » Post

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]
Give a man a fish, feed him for a day. Give a kid a fish, it's going to die.

User avatar
twoelk
Member
Posts: 1391
Joined: Fri Apr 19, 2013 16:19
GitHub: twoelk
IRC: twoelk
In-game: twoelk
Location: northern Germany

Re: [Mod] Lumberjack [lumberjack]

by twoelk » Post

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

User avatar
joe7575
Member
Posts: 477
Joined: Mon Apr 24, 2017 20:38
GitHub: joe7575
In-game: JoSto
Location: Germany, in the deep south

Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Post

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)
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Minecart, Signs Bot.

User avatar
maxx
Member
Posts: 43
Joined: Thu Feb 15, 2018 15:24
GitHub: maxxmodding
In-game: maxx or MrNobody
Location: Germany | Bavaria

Re: [Mod] Lumberjack [lumberjack]

by maxx » Post

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

User avatar
joe7575
Member
Posts: 477
Joined: Mon Apr 24, 2017 20:38
GitHub: joe7575
In-game: JoSto
Location: Germany, in the deep south

Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Post

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
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Minecart, Signs Bot.

Midnight Sapphire
New member
Posts: 7
Joined: Sun Jun 30, 2019 23:06

Re: [Mod] Lumberjack [lumberjack]

by Midnight Sapphire » Post

is this mineclone2 compatible

User avatar
FreeGamers
Member
Posts: 647
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Post

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.

User avatar
FreeGamers
Member
Posts: 647
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Post

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 :)

User avatar
FreeGamers
Member
Posts: 647
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Post

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

User avatar
joe7575
Member
Posts: 477
Joined: Mon Apr 24, 2017 20:38
GitHub: joe7575
In-game: JoSto
Location: Germany, in the deep south

Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Post

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
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Minecart, Signs Bot.

User avatar
FreeGamers
Member
Posts: 647
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Post

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.

User avatar
joe7575
Member
Posts: 477
Joined: Mon Apr 24, 2017 20:38
GitHub: joe7575
In-game: JoSto
Location: Germany, in the deep south

Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Post

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.
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Minecart, Signs Bot.

User avatar
FreeGamers
Member
Posts: 647
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Post

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

User avatar
luizsab
Member
Posts: 39
Joined: Mon Jan 16, 2017 13:49

Re: [Mod] Lumberjack [lumberjack]

by luizsab » Post

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!
Luiz
[luizsab]

User avatar
FreeGamers
Member
Posts: 647
Joined: Sat May 25, 2019 00:15
GitHub: is proprietary I use NotABug
Location: United States
Contact:

Re: [Mod] Lumberjack [lumberjack]

by FreeGamers » Post

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.

User avatar
luizsab
Member
Posts: 39
Joined: Mon Jan 16, 2017 13:49

Re: [Mod] Lumberjack [lumberjack]

by luizsab » Post

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
Luiz
[luizsab]

User avatar
joe7575
Member
Posts: 477
Joined: Mon Apr 24, 2017 20:38
GitHub: joe7575
In-game: JoSto
Location: Germany, in the deep south

Re: [Mod] Lumberjack [lumberjack]

by joe7575 » Post

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?
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Minecart, Signs Bot.

User avatar
luizsab
Member
Posts: 39
Joined: Mon Jan 16, 2017 13:49

Re: [Mod] Lumberjack [lumberjack]

by luizsab » Post

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

racal
Member
Posts: 72
Joined: Tue May 26, 2020 08:49

Re: [Mod] Lumberjack [lumberjack]

by racal » Post

I'd always use ladders (and/or other nodes) just to reach the topmost branch of a tree, then I learned about this mod. (Cutting/harvesting trees from the bottom does not feel right.)

Anyway, I can't seem to get this mod to work with sakura trees. Tried registering/adding sakura trunk and sapling via the API:

Code: Select all

lumberjack.register_tree("ethereal:sakura_trunk", "ethereal:sakura_sapling", 1, 3)
Later on, I found out that the behavior is the same for all predefined ethereal trees, i.e. it does not allow me to "hit steps" into trees (using an axe) and proceeding will allow me to get the trunk from the bottom.

I'm using:
  • Minetest 5.2.0 (Linux)
  • latest ethereal and lumberjack mod versions
PS... TechPack mod (techpack) led me to this mod. :)

Post Reply

Who is online

Users browsing this forum: No registered users and 7 guests