[Mod] TreeCapitator [treecapitator]

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fireglow
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Re: [Mod] TreeCapitator [treecapitator]

by fireglow » Tue Mar 17, 2015 16:58

Hybrid Dog wrote:
fireglow wrote:
Hybrid Dog wrote:it already works, I just tested it, but thanks for the idea


It didn't in my earlier tests, I'll try again...

maybe you need the newest version of pipeworks

It's all on latest git
 

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Re: [Mod] TreeCapitator [treecapitator]

by fireglow » Tue Mar 17, 2015 17:12

Okay, more testing done.
It doesn't seem to work on default:pinetree,
and the default:tree nodes that grow from farming_plus:cocoa_sapling and farming_plus:banana_sapling

Edit:
If you plan on supporting farming_plus, the mod should probably also collect farming_plus:cocoa and farming_plus:banana
 

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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Tue Mar 17, 2015 17:30

fireglow wrote:Okay, more testing done.
It doesn't seem to work on default:pinetree,
and the default:tree nodes that grow from farming_plus:cocoa_sapling and farming_plus:banana_sapling

Edit:
If you plan on supporting farming_plus, the mod should probably also collect farming_plus:cocoa and farming_plus:banana

I need to add more trees, it's on the todo list https://github.com/HybridDog/treecapitator
Pinetrees are added by the snow mod, aren't they?
 

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Re: [Mod] TreeCapitator [treecapitator]

by 12Me21 » Tue Mar 17, 2015 17:32

Hybrid Dog wrote:
fireglow wrote:Okay, more testing done.
It doesn't seem to work on default:pinetree,
and the default:tree nodes that grow from farming_plus:cocoa_sapling and farming_plus:banana_sapling

Edit:
If you plan on supporting farming_plus, the mod should probably also collect farming_plus:cocoa and farming_plus:banana

I need to add more trees, it's on the todo list https://github.com/HybridDog/treecapitator
Pinetrees are added by the snow mod, aren't they?


Nope, they're somehow default now!

(I swear, when I downloaded the new version, It didn't have pinetrees, but now it does somehow??)
 

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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Tue Mar 17, 2015 17:36

12Me21 wrote:
Hybrid Dog wrote:
fireglow wrote:Okay, more testing done.
It doesn't seem to work on default:pinetree,
and the default:tree nodes that grow from farming_plus:cocoa_sapling and farming_plus:banana_sapling

Edit:
If you plan on supporting farming_plus, the mod should probably also collect farming_plus:cocoa and farming_plus:banana

I need to add more trees, it's on the todo list https://github.com/HybridDog/treecapitator
Pinetrees are added by the snow mod, aren't they?


Nope, they're somehow default now!

(I swear, when I downloaded the new version, It didn't have pinetrees, but now it does somehow??)

The nodes are in default, is the tree spawning function there, too?
 

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Re: [Mod] TreeCapitator [treecapitator]

by fireglow » Tue Mar 17, 2015 17:54

 

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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Tue Mar 17, 2015 18:45

fireglow wrote:That's in trees.lua:223
https://github.com/minetest/minetest_ga ... s.lua#L223

ok, thanks
 

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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Sat Mar 28, 2015 14:33

l added the two trees from farming_plus.
 

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Re: [Mod] TreeCapitator [treecapitator]

by fireglow » Sat Mar 28, 2015 21:53

Niice, you even added pinetrees, very cool. Thank you! :-)
 

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Re: [Mod] TreeCapitator [treecapitator]

by amadin » Thu Jul 02, 2015 15:26

Deleted - i already found answer for my question.
It will be good if you add trees for "Ethereal" mod.
 

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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Thu Jul 02, 2015 15:36

if someone tells the maximum size of trees and their amount of tree nodes, leaves, etc. l could add them l think
 

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Re: [Mod] TreeCapitator [treecapitator]

by amadin » Fri Jul 03, 2015 13:12

How to set timeout before fade the tree trunk?
 

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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Fri Jul 03, 2015 13:19

amadin wrote:How to set timeout before fade the tree trunk?

do you mean destroying the tree after a specific delay after digging a trunk node?
 

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Re: [Mod] TreeCapitator [treecapitator]

by amadin » Sun Jul 05, 2015 17:36

Hybrid Dog wrote:
amadin wrote:How to set timeout before fade the tree trunk?

do you mean destroying the tree after a specific delay after digging a trunk node?

Yes.
 

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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Mon Jul 06, 2015 14:46

amadin wrote:
Hybrid Dog wrote:
amadin wrote:How to set timeout before fade the tree trunk?

do you mean destroying the tree after a specific delay after digging a trunk node?

Yes.

l added it to the settings.
https://github.com/HybridDog/treecapita ... it.lua#L11
 

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Re: [Mod] TreeCapitator [treecapitator]

by narrnika » Sun Jul 12, 2015 23:25

Hello.
What have I done wrong?
Mods treecapitator, moretrees, plants_lib installed and on.
In treecapitator/init.lua moretrees_support = true.
But trees from moretrees are not destroyed or destroyed not completely.
I was trying to expand the description, for example

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
treecapitator.register_tree({
      trees = {"moretrees:acacia_trunk"},
      leaves = {"moretrees:acacia_leaves"},
      range = 10,
      height = 10,
      max_nodes = 122,
      num_trunks_min = 0,
      num_trunks_max = 22,
      num_leaves_min = 0,
      num_leaves_max = 100,
      type = "moretrees",
   })   


instead default

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
   treecapitator.register_tree({
      trees = {"moretrees:acacia_trunk"},
      leaves = {"moretrees:acacia_leaves"},
      range = 10,
   })


but it didn't help.
I'm sorry, my english - is google-translate.
 

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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Fri Jul 17, 2015 16:23

narrnika wrote:Hello.
What have I done wrong?
Mods treecapitator, moretrees, plants_lib installed and on.
In treecapitator/init.lua moretrees_support = true.
But trees from moretrees are not destroyed or destroyed not completely.
I was trying to expand the description, for example

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
treecapitator.register_tree({
      trees = {"moretrees:acacia_trunk"},
      leaves = {"moretrees:acacia_leaves"},
      range = 10,
      height = 10,
      max_nodes = 122,
      num_trunks_min = 0,
      num_trunks_max = 22,
      num_leaves_min = 0,
      num_leaves_max = 100,
      type = "moretrees",
   })   


instead default

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
   treecapitator.register_tree({
      trees = {"moretrees:acacia_trunk"},
      leaves = {"moretrees:acacia_leaves"},
      range = 10,
   })


but it didn't help.

the moretrees support is currently fairly experimental and l don't know myself where l did mistakes
https://github.com/HybridDog/treecapita ... a#L281-331
https://github.com/HybridDog/treecapita ... a#L175-211
 

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Re: [Mod] TreeCapitator [treecapitator]

by milkymaidy » Sat Jul 18, 2015 13:28

[Hello.
What have I done wrong?
Mods treecapitator, moretrees, plants_lib installed and on.
In treecapitator/init.lua moretrees_support = false
But trees from moretrees are not destroyed or destroyed not completely.
I was trying to expand the description, for example

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
treecapitator.register_tree({
      trees = {"moretrees:acacia_trunk"},
      leaves = {"moretrees:acacia_leaves"},
      range = 10,
      height = 10,
      max_nodes = 122,
      num_trunks_min = 0,
      num_trunks_max = 22,
      num_leaves_min = 0,
      num_leaves_max = 100,
      type = "moretrees",
   })   


instead default

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
   treecapitator.register_tree({
      trees = {"moretrees:acacia_trunk"},
      leaves = {"moretrees:acacia_leaves"},
      range = 10,
   })


but it didn't help.[/quote]
treecapitator.register_tree({
trees = {"moretrees:acacia_trunk"},
leaves = {"moretres:acacia_leaves"},
range = 10,
height = 10,
max_nodes = 122,
num_trunks_min = 0,
num_trunks_max = 22,
num_leaves_min = 0,
num_leaves_max = 100,
type = "moretrees",
})
 

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Re: [closed] TreeCapitator [treecapitator]

by TheReaperKing » Wed Feb 03, 2016 03:17

It seems this mod has gotten updates not too long ago, I am wondering, why was the link to it removed in the original post? Was something "better" created? Here is the github page if anyone is looking for it:
https://github.com/HybridDog/treecapitator
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Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

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Re: [closed] TreeCapitator [treecapitator]

by zeonicore » Tue Aug 16, 2016 16:38

TheReaperKing wrote:It seems this mod has gotten updates not too long ago, I am wondering, why was the link to it removed in the original post? Was something "better" created? Here is the github page if anyone is looking for it:
https://github.com/HybridDog/treecapitator


I'd also like to know. It's still being updated, so why was it removed? Is there a major bug or anything?
 

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by Hybrid Dog » Wed Aug 17, 2016 08:45

sorry
 

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Re: [Mod] TreeCapitator [treecapitator]

by echosa » Tue Aug 30, 2016 04:06

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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by Hybrid Dog » Tue Aug 30, 2016 16:10

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.
+ git diff
 

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Re: [Mod] TreeCapitator [treecapitator]

by AnxiousInfusion » Thu Sep 15, 2016 04:56

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:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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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by Hybrid Dog » Thu Sep 15, 2016 07:06

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

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Re: [Mod] TreeCapitator [treecapitator]

by fireglow » Tue Feb 28, 2017 14:03

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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Re: [Mod] TreeCapitator [treecapitator]

by Hybrid Dog » Tue Feb 28, 2017 21:36

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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Re: [Mod] TreeCapitator [treecapitator]

by fireglow » Wed Mar 01, 2017 14:21

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! :-)
 

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Re: [Mod] TreeCapitator [treecapitator]

by atorian37 » Mon Mar 06, 2017 13:32

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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by Hybrid Dog » Mon Mar 06, 2017 19:26

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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