grondag / trees-dont-float

Minecraft mod: trees that aren't supported fall down. Many config options.
https://www.curseforge.com/minecraft/mc-mods/trees-do-not-float
GNU Lesser General Public License v3.0
7 stars 1 forks source link

Traverse and Terrestria Trees #15

Closed pjlasl closed 3 years ago

pjlasl commented 4 years ago

Could you make your mod compaticle with these two Fabric mods? Traverse and Terrestria. They have a lot of trees in their biomes. I tried different axes on their trees and they do not chop down like the minecraft trees.

grondag commented 4 years ago

Yes, I love those mods and TDNF used to be compatible. I'll have a look.

grondag commented 4 years ago

Unable to reproduce with TDNF 1.10.90, Cinderscapes 1.0.4-build25, Terrestria 2.0.3-build46 and Traverse 2.2.12-build24. I tried with diamond and iron axes and in creative.

If able to provide reproducible steps, please reopen.

leo60228 commented 4 years ago

With:

This doesn't work. I can send a MultiMC instance export if it would help.

leo60228 commented 4 years ago

This doesn't apply to all mods, for what it's worth. Tech Reborn ones are fine.

grondag commented 4 years ago

MultiMC instance would indeed help.

leo60228 commented 4 years ago

How should I send it to you?

grondag commented 4 years ago

Good question. I don’t have anything set up? Google docs or Dropbox maybe?

leo60228 commented 4 years ago

https://drive.google.com/file/d/1_1zD5gbJYVHGbFnHYmIi-KS1E2reDoLO/view?usp=sharing

pjlasl commented 4 years ago

The traverse and Terrestria modders added a new mod called Cinderscapes for the Nether and it would be great if you could make this compatible with that also.

grondag commented 4 years ago

@leo60228 I've loaded up the pack you provided (thanks!) and... it works great!

I tried chopping down several kinds of non-vanilla trees with different combinations of axes and settings, and it gave me no problems.

I absolutely believe it isn't working for you, but the reason still isn't clear.

There are a couple things you can check, but I doubt they are the issue:

  1. Make sure the trees aren't connected to other trees anywhere.
  2. If your axe is damaged then it may not work because the default settings use tool durability and protect tools from breaking. If you don't want those mechanics they can be turned off in the config.

Another long-shot thing you can check: look at a naturally-generated log (not a log you placed) with F3 debug enabled and look at the lower right screen under "Targeted Block". Do you see text that reads "persistent: true"?

If so, then somehow your world is generating or changing log blocks so that TDNF think they were placed by a player and shouldn't be felled.

I don't know how that would be happening, but worth a check.

leo60228 commented 4 years ago

"Make sure the trees aren't connected to other trees anywhere." Now that you mention it... I think it might just be as simple as Traverse/Terrestria trees being connected more often than vanilla ones. I manually cleared all of the trees around a Terrestria tree and it worked for the remaining one. Would there be some way to make the check for whether trees are connected more conservative?

On Fri, Jul 17, 2020, 10:15 AM grondag notifications@github.com wrote:

@leo60228 https://github.com/leo60228 I've loaded up the pack you provided (thanks!) and... it works great!

I tried chopping down several kinds of non-vanilla trees with different combinations of axes and settings, and it gave me no problems.

I absolutely believe it isn't working for you, but the reason still isn't clear.

There are a couple things you can check, but I doubt they are the issue:

  1. Make sure the trees aren't connected to other trees anywhere.
  2. If your axe is damaged then it may not work because the default settings use tool durability and protect tools from breaking. If you don't want those mechanics they can be turned off in the config.

Another long-shot thing you can check: look at a naturally-generated log (not a log you placed) with F3 debug enabled and look at the lower right screen under "Targeted Block". Do you see text that reads "persistent: true"?

If so, then somehow your world is generating or changing log blocks so that TDNF think they were placed by a player and shouldn't be felled.

I don't know how that would be happening, but worth a check.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/grondag/trees-dont-float/issues/15#issuecomment-660130793, or unsubscribe https://github.com/notifications/unsubscribe-auth/AB7X32MPLWXCZKS37YPPEFDR4BMIXANCNFSM4ONLLQSA .

grondag commented 4 years ago

@pjlasl All my testing shows that Cinderscapes trees work fine (TDNF doesn't break the fungal "leaves" by design, at least not yet, because they don't naturally decay in vanilla.)

grondag commented 4 years ago

Would there be some way to make the check for whether trees are connected more conservative?

Probably, yes. I'll have a look.

grondag commented 4 years ago

From CF: The ones I've had problems with are Japanese Maple and Rainbow Eucalyptus from the Terristria. But I've noticed tonight that sometimes it works. For the Japanese Maple if I cut up to a 4 way branch split then the tree will drop and the Rainbow Eucalyptus the 2x2 truck doesn't trigger the tree to fall but sometimes cutting up to a branch branch will trigger the branch to drop.

grondag commented 3 years ago

Appears to be much more reliable in V2.0. (Release coming soon.)