Closed tacotexmex closed 7 years ago
Mods can override treecapitator.capitate_tree(pos, digger). This mod shouldn't register saws in my opinion, but a setting which makes capitation only work with axes could be added. And the technic mod adds a chainsaw which imo works worse than treecapitator, it could be changed to use treecapitator only if the trunk was dug with the technic chainsaw.
Yes, if it requires a certain tool it's easy to override what tool that is from another mod.
Great! Thank you @HybridDog. Now I can start hacking on my two man saw project. 😃
Or can I? I don't get how to not only reduce capitation to when using proper tools but also to a specific tool only. Do you have it in your heart to provide an example?
function treecapitator.capitation_allowed(pos, digger)
return digger:get_wielded_item():get_name() == "mod:some_tool"
end
Thank you, I really appreciate it.
I really like treecapitator but for some games it allows for too fast progression. How about an optional global settings variable that registers a saw for example, that is required to trigger the capitation? Regular axes would function as in the default game.