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View Code? Open in Web Editor NEWDynamic Trees and TFC!
License: MIT License
Dynamic Trees and TFC!
License: MIT License
I just tried this with the latest available versions of Dynamic Trees and TerraFirmaCraft, and it crashed with this log:
https://pastebin.com/mK35Ugzs
Should either check y-level for which dirt type it would be, or store it. Would require a tileentity or NBT for every placed rooty block to store the dirt type.
Digging out the rooty blocks takes a long time, even though it just looks like a dirt block. Even grass blocks should have the DT rooty texture overlay so this isn't as much a surprise.
Overlay is in textures/blocks/rooty/roots.png.
Steps to reproduce:
UPD: Now thinking of that, this is either DT or TFC bug, but I'll leave this issue open for now just in case.
Related to #22. While generating chunks, the FPS is very bad whilst
around any areas with trees. BetterFps also does nothing to fix this.
TFC worldgen creates way too many trees if they're all as wide as normal DT.
Would it be possible to make it so that "vanilla" dynamic seeds can be placed on TFC dirt? (and the cactus on sand) as well as the outher addon's seeds? or is that something the "vanilla" dynamic tree's mod need to do?
Of course everyone hates gradle and the most important thing is that the setup works on the main dev's computer before anyone else's but i noticed a couple things that caused issues setting up the workspace:
Using Dynamic Trees ver. 0.9.15 and DynamicTreesTFC ver. 0.9.14 (both the latest at time of writing), I've found that there's some very weird behavior when trying to cut down trees added by this patch, though not vanilla trees. Specifically, in creative, destroying a tree's trunk has no effect, and the removed block instantly reappears. In survival, the same thing happens, though the tree properly falls after a few seconds. Additionally, once the fallen tree disappears, there's a similar delay in the harvested wood & sticks appearing.
TFC calculates the amount of damage your axe takes depending on the size of the tree you chop down. IMO as it stands, without this feature axes beyond stone axe are somewhat pointless as a stone axe lasts quite a while.
Modpack: Poetica - with some mod additions and all the mods updated (modlist: https://paste.ubuntu.com/p/fCSsBBkyfX/)
When exploring, there are constant lag spikes, and the log reads
[21:48:47] [Server thread/WARN]: DynamicTreesTFC loaded a new chunk [-62, 26] in dimension 0 (overworld) while populating chunk [-63, 26], causing cascading worldgen lag. [21:48:47] [Server thread/WARN]: Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
etc. etc. etc.
Forge: 2855
TFC: 1.7.11.169
Dynamic Trees: 0.9.21
Dynamic Trees TFC: 0.9.16
When cutting down the foliage with scissors, nothing falls out
I'm not really sure how it's supposed to work. I changed timeToLive to 200 and immediately noticed that the seeds never plant they just delete. Or is plantRate=0.125 too small and everything works how it's intended?
Currently, DTTFC makes TFC's Arborist advancement (obtain all 19 non-fruit saplings, in TerraFirmaCraft World) unobtainable, because TFC's original saplings are unobtainable with DTTFC's seeds having different item IDs. If practical, DTTFC should change the advancement (or recommend a datapack to downloaders) to require the new seeds, not the saplings which DTTFC removes.
This is because GTCE tools doesn't have tool classes, GTCE maintaner confirmed that this cannot be fixed on their side.
Tested with mod versions (all latest at the moment of writing this issue):
TFC: 1.7.9.167
DT: 0.9.21
DTTFC: 0.9.15
GTCE: 1.10.5.582
Other DT trees are fine, I guess this has to do with "No Tree Punching" 5ccc97d, I may suggest to have an option to check not only tool class but also tool oredict (craftingToolAxe
)
Was running at a higher tick speed to generate JoCodes (randomTickSpeed 100).
Crashed when I clicked a tree to cut it down in creative mode; the falling occurs normally, but when the tree hits the ground and stops, crash to desktop.
Got this crash report:
Description: Ticking entity
Haven't been able to reopen the world save. I've now repro'd this one more time.
When you break a log other than the first one and it tries to regrow the soil turns into dirt (I made a small test with a control group of trees and the one that turned into dirt was the one where the soil said 0% life so I suspect soil that reaches 0% turns back into regular dirt)
When a dynamic tree gets big enough to convert it's block underneath to a rooty block and then gets chopped down, the block turns into vanilla dirt instead of the standard tfc version.
F.e: I chop down my hickory tree and the block that was underneath it isn't shale dirt, rather vanilla dirt.
Leaves prevent players from passing through them (vanilla TFC TNG behavior). Not sure if this is an intended change or bug.
Mod Versions:
TFC 1.12-0.29.0.115
dynamictreestfc-0.9
DynamicTrees-1.12.2-0.9.7
This issue was posted in the Extra Compat repository but I’m moving it here as I think it’s more appropriate.
DynamicTreesTeam/DynamicTrees-ExC#42
Comment from me:
Solution is easy, You can check how my The Aether addon registers Aether soil for every tree in registry that allows grass. The BoP addon also does this.
Op posted:
Other Dynamic Trees addons seem to work 💯 percent fine though.
Forge version: 14.23.5.2855
Server: Forge
No other mods that affects World gen.
Only dynamic oak trees generate in world when using level-type=tfc_classic
Per Discord conversation I'm not a fan of the soil dirt system, that's not a fault of yours, it's just a personal preference.
Could a toggle to prevent rooty soil converting into dirt at all be implemented? This means once soil becomes rooty, it is from then onwards rooty soil. This means I could change how the block works in modpacks to instead drop roots and such, and allow reproducing dirts in other ways.
I'm cruel. This config would be amazing.
TLDR: doesRootySoilDirtify=false
Since most players don't bother reading and expect out-of-the-box config to work, should add a config file/have a config option to alter DT defaults to match TFC as described on CF page/TFC #tng-addons channel.
Also I guess it should obey DT config file to disable treegen if players decide to stop using DTTFC in the middle of a game. Look into what that config option does besides disable treegen, sapling spawns?
Too few logs, too many seeds?
crash on game start
https://gist.github.com/TheNimbleNinja/0a419f040fd5fd5186ccf3972e299ee8
I see two options to fix
Not sure why, but I still see the occassional tree on top of a raw stone block that is part of a large rock/boulder. The boulder gen code is executed first, so not sure how that happens.
They convert into vanilla soils.
If it's a limitation of Dynamic Trees, and last I saw it was (from DT BOP), there are addons that fix it for themselves. Like Dynamic Trees Natura.
If i place nearby a lot of saplings they start growing very fast for some reason.
I use last version of addon.
Here is video with example - https://youtu.be/OWbBuOd0GZY
There is a bug - you can chop a tree with your hand and quickly enough. this breaks the mechanics of TFC.
dynamictreestfc-0.9.11
I started to break the rootydirt block below a DTTFC tree, and got this crash/stacktrace. Ideas, @eerussianguy?
[14:44:42] [Client thread/FATAL] [net.minecraft.client.Minecraft]: Unreported exception thrown!
java.lang.NullPointerException: null
at com.ferreusveritas.dynamictrees.models.bakedmodels.BakedModelBlockRooty.getParticleTexture(BakedModelBlockRooty.java:73) ~[BakedModelBlockRooty.class:?]
at net.minecraft.client.renderer.block.model.SimpleBakedModel$Builder.<init>(SimpleBakedModel.java:92) ~[SimpleBakedModel$Builder.class:?]
at net.minecraftforge.client.ForgeHooksClient.getDamageModel(ForgeHooksClient.java:835) ~[ForgeHooksClient.class:?]
at net.minecraft.client.renderer.BlockRendererDispatcher.renderBlockDamage(BlockRendererDispatcher.java:46) ~[BlockRendererDispatcher.class:?]
at net.minecraft.client.renderer.RenderGlobal.drawBlockDamageTexture(RenderGlobal.java:1938) ~[RenderGlobal.class:?]
at net.minecraft.client.renderer.EntityRenderer.renderWorldPass(EntityRenderer.java:1375) ~[EntityRenderer.class:?]
at net.minecraft.client.renderer.EntityRenderer.renderWorld(EntityRenderer.java:1259) ~[EntityRenderer.class:?]
at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1062) ~[EntityRenderer.class:?]
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1119) ~[Minecraft.class:?]
at net.minecraft.client.Minecraft.run(Minecraft.java:398) [Minecraft.class:?]
at net.minecraft.client.main.Main.main(SourceFile:123) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_272]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_272]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_272]
at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_272]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_272]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_272]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_272]
at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_272]
at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97) [start/:?]
at GradleStart.main(GradleStart.java:25) [start/:?]
[14:44:42] [Client thread/INFO] [STDOUT]: [net.minecraft.init.Bootstrap:printToSYSOUT:553]: ---- Minecraft Crash Report ----
// I let you down. Sorry :(
Steal Fruit Tree models from DT Pam's
Figure out how to build actual JoCode libraries from current parameters, like what ferreus did at https://github.com/ferreusveritas/DynamicTrees/wiki/JoCodes
Fix RootyBlock textures to not just be andesite dirt
Fix RootyBlock textures to show grass when grass is around
See if more balance is needed in seed/log/stick drops
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