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- # Configuration file
- ####################
- # 1_third_party_configs
- #===================
- # Third-Party config entries tell TreeCapitator how to find the block IDs from
- # other mods' config files. These values are case-sensitive!
- #
- # Format:
- # <section_name> {
- # S:modID=<modID from mcmod.info>
- # S:configPath=<path to config file relative to .minecraft/config/>
- # S:blockValues=<block config section>:<config property name>; <mod config section>:<config property name>
- # S:itemValues=<item config section>:<property name>; <item config section>:<property name>
- # B:useShiftedItemID=<whether or not to use the +256 shifted item ID> (true/false)
- # }
- #
- # Example:
- # extrabiomesxl {
- # S:modID=ExtrabiomesXL
- # S:configPath=extrabiomes/extrabiomes.cfg
- # S:blockValues=block:customlog.id; block:quarterlog0.id; block:quarterlog1.id; block:quarterlog2.id; block:quarterlog3.id; block:autumnleaves.id; block:greenleaves.id
- # S:itemValues=items.world:axeRuby.id; items.world:axeGreenSapphire.id; items.world:axeSapphire.id
- # B:useShiftedItemID=true
- # }
- #
- # Once your third-party config entries are setup, you can use replacement
- # tags in your tree, axe, and shears ID configs. Replacement tags are structured like this:
- # <ModName.ConfigPropName>
- ####################
- 1_third_party_configs {
- ####################
- # natura
- ####################
- natura {
- S:blockValues=block:Bloodwood Block; block:Flora Leaves; block:Redwood Block; block:Sakura Leaves; block:Wood Block; block:Saguaro Cactus
- S:configPath=Natura.txt
- S:modID=Natura
- }
- }
- ####################
- # 2_tree_definitions
- #===================
- # Add the log and leaf block IDs for all trees you want to be able to chop down.
- # Each section below represents a type of tree. Each list may contain block IDs
- # and/or third-party config replacement tags. You can change it to be more or
- # less granular as long as all sections follow the basic structure. Do not use
- # spaces or periods in your section names. Otherwise you can call them anything
- # you like.
- #
- # EACH LOG ID MAY ONLY APPEAR IN EXACTLY ONE SECTION.
- #
- # NOTE: Some mod trees use vanilla log blocks as well as custom blocks. If a tree
- # contains more than 1 type of log, all logs must be included in the same section.
- # Examples of this are the default entries for vanilla_ebxl_oaks and vanilla_ebxl_spruces.
- #
- # Simple Example (all logs and leaves are grouped in one section, no metadata is specified):
- # trees {
- # S:leaves=18; <Forestry.leaves>; <ExtrabiomesXL.autumnleaves.id>; <ExtrabiomesXL.greenleaves.id>
- # S:logs=17; <Forestry.log1>; <Forestry.log2>; <Forestry.log3>; <Forestry.log4>; <ExtrabiomesXL.customlog.id>; <ExtrabiomesXL.quarterlog0.id>; <ExtrabiomesXL.quarterlog1.id>; <ExtrabiomesXL.quarterlog2.id>;<ExtrabiomesXL.quarterlog3.id>
- # }
- #
- # Advanced Example (each mod tree has its own section, metadata is included):
- # vanilla_ebxl_oaks {
- # S:leaves=18,0
- # S:logs=17,0; 17,4; 17,8; <ExtrabiomesXL.quarterlog0.id>,2; <ExtrabiomesXL.quarterlog1.id>,2; <ExtrabiomesXL.quarterlog2.id>,2;<ExtrabiomesXL.quarterlog3.id>,2;
- # }
- #
- # birches {
- # S:leaves=18,2
- # S:logs=17,2; 17,6; 17,10
- # }
- #
- # vanilla_ebxl_spruces {
- # S:leaves=18,1; <ExtrabiomesXL.autumnleaves.id>
- # S:logs=17,1; 17,5; 17,9
- # }
- #
- # jungle_trees {
- # S:leaves=18,3
- # S:logs=17,3; 17,7; 17,11
- # }
- #
- # ic2_rubber {
- # S:leaves=<IC2.blockRubLeaves>
- # S:logs=<IC2.blockRubWood>
- # }
- #
- # ebxl_acacia {
- # S:leaves=<ExtrabiomesXL.greenleaves.id>,2
- # S:logs=<ExtrabiomesXL.customlog.id>,1
- # }
- #
- # ebxl_firs {
- # S:leaves=<ExtrabiomesXL.greenleaves.id>,0
- # S:logs=<ExtrabiomesXL.customlog.id>,0; <ExtrabiomesXL.quarterlog0.id>,1; <ExtrabiomesXL.quarterlog1.id>,1; <ExtrabiomesXL.quarterlog2.id>,1; <ExtrabiomesXL.quarterlog3.id>,1
- # }
- #
- # ebxl_redwoods {
- # S:leaves=<ExtrabiomesXL.greenleaves.id>,1
- # S:logs=<ExtrabiomesXL.quarterlog0.id>,0; <ExtrabiomesXL.quarterlog1.id>,0; <ExtrabiomesXL.quarterlog2.id>,0; <ExtrabiomesXL.quarterlog3.id>,0
- # }
- ####################
- 2_tree_definitions {
- ####################
- # natura_redwood
- ####################
- natura_redwood {
- S:leaves=<Natura.Flora Leaves>,0; <Natura.Redwood Block>,0
- S:logs=<Natura.Redwood Block>,1
- }
- }
- ####################
- # block_settings
- ####################
- block_settings {
- # Incomplete - do not use [default: false]
- B:allowGetRemoteTreeConfig=false
- # Automatically generated:
- S:localTreeConfig=<Natura.Redwood Block>,1|<Natura.Flora Leaves>,0; <Natura.Redwood Block>,0
- # The hardness of logs for when you are using items that can chop down trees. [range: 0.0 ~ 100.0, default: 4.0]
- S:logHardnessModified=4.0
- # The hardness of logs for when you are using items that won't chop down the trees. [range: 0.0 ~ 100.0, default: 2.0]
- S:logHardnessNormal=2.0
- # Incomplete - do not use [default: http://bspk.rs/Minecraft/1.5.1/treeCapitatorTreeConfig.txt]
- S:remoteTreeConfigURL=http://bspk.rs/Minecraft/1.5.1/treeCapitatorTreeConfig.txt
- # Incomplete - do not use [default: false]
- B:useRemoteTreeConfig=false
- # Set to true if you want only the leaf blocks listed with each log in blockIDList
- # to break when that log type is chopped. When set to false it will break
- # any leaf type within range of the tree, not just the type for that tree. [default: false]
- B:useStrictBlockPairing=true
- }
- ####################
- # id_resolver_settings
- #===================
- # If you are not using ID Resolver, you can safely ignore this section.
- # If you ARE using ID Resolver and your log file does not show any warnings
- # pertaining to ID Resolver, you can still ignore this section. In fact, the
- # only reason you should mess with this section if ShaRose decides to change
- # the Mod ID for ID Resolver.
- ####################
- id_resolver_settings {
- # The mod ID value for ID Resolver. [default: IDResolver]
- S:idResolverModID=IDResolver
- }
- ####################
- # item_settings
- ####################
- item_settings {
- # Enable to cause item damage based on number of blocks destroyed [default: true]
- B:allowItemDamage=true
- # Enable to allow chopping down the entire tree even if your item does not have enough damage remaining to cover the number of blocks. [default: false]
- B:allowMoreBlocksThanDamage=false
- # IDs of items that can chop down trees. Use ',' to split item id from metadata and ';' to split items. [default: 271; 275; 258; 286; 279; <BiomesOPlenty.Muddy Axe ID>; <IC2.itemToolBronzeAxe>; <IC2.itemToolChainsaw>; <RedPowerWorld.axeRuby.id>; <RedPowerWorld.axeGreenSapphire.id>; <RedPowerWorld.axeSapphire.id>; <Thaumcraft.Thaumaxe>; <TwilightForest.IronwoodAxe>; <TwilightForest.SteeleafAxe>; <TwilightForest.MinotaurAxe>; <DivineRPG.Bedrock Axe>; <DivineRPG.Crystal Axe>; <DivineRPG.Realmite Axe>; <DivineRPG.azuriteaxe>; <DivineRPG.corruptedaxe>; <DivineRPG.denseaxe>; <DivineRPG.divineaxe>; <DivineRPG.donatoraxe>; <DivineRPG.energyaxe>; <DivineRPG.mythrilaxe>; <DivineRPG.plasmaaxe>; <DivineRPG.serenityaxe>; <DivineRPG.twilightaxe>]
- S:axeIDList=0
- # When useIncreasingItemDamage=true the damage applied per block broken will increase by this amount every increaseDamageEveryXBlocks blocks broken in a tree. [range: 0.1 ~ 100.0, default: 1.0]
- S:damageIncreaseAmount=1.0
- # Axes and shears will take damage this many times for each log broken.
- # Remaining damage is rounded and applied to tools when a tree is finished. [range: 0.1 ~ 50.0, default: 1.0]
- S:damageMultiplier=1.0
- # When useIncreasingItemDamage=true the damage applied per block broken will increase each time this many blocks are broken in a tree. [range: 1 ~ 500, default: 15]
- I:increaseDamageEveryXBlocks=15
- # Whether you need an item from the axeIDList to chop down a tree. Disabling will let you chop trees with any item. [default: true]
- B:needItem=false
- # IDs of items that when placed in the hotbar will allow leaves to be sheared when shearLeaves is true.
- # Use ',' to split item id from metadata and ';' to split items. [default: 359]
- S:shearIDList=
- # Set to true to have the per-block item damage amount increase after every increaseDamageEveryXBlocks blocks are broken. [default: false]
- B:useIncreasingItemDamage=false
- }
- ####################
- # leaf_and_vine_settings
- ####################
- leaf_and_vine_settings {
- # Enabling this will make leaves be destroyed when trees are chopped. [default: true]
- B:destroyLeaves=false
- # When true TreeCapitator will only instantly decay leaves that have actually been marked for decay.
- # Set to false if you want leaves to be destroyed regardless of their decay status (hint: or for "leaf" blocks that are not really leaves). [default: true]
- B:requireLeafDecayCheck=false
- # Enabling this will cause destroyed leaves to be sheared when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
- B:shearLeaves=false
- # Enabling this will shear /some/ of the vines on a tree when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
- B:shearVines=false
- }
- ####################
- # miscellaneous_settings
- ####################
- miscellaneous_settings {
- # Set to true if you want TreeCapitator to log info about what it's doing, false to disable [default: false]
- B:allowDebugLogging=false
- # Set to true if you want TreeCapitator to tell you what kind of block you have clicked when sneaking, false to disable. [default: false]
- B:allowDebugOutput=false
- # Set to false to disable TreeCapitator Smart Tree Detection.
- # Smart Tree Detection counts the number of leaf blocks that are adjacent to the
- # top-most connected log block at the x, z location of a log you've broken. If
- # there are at least minLeavesToID leaf blocks within maxLeafIDDist blocks then
- # TreeCapitator considers it a tree and allows chopping.
- # WARNING: Disabling Smart Tree Detection will remove the only safeguard against
- # accidentally destroying a log structure. Make sure you know what you're doing! [default: true]
- B:allowSmartTreeDetection=true
- # Flag to disable drops in Creative mode [default: false]
- B:disableCreativeDrops=false
- # Flag to disable tree chopping in Creative mode [default: false]
- B:disableInCreative=false
- # The maximum horizontal distance that the log breaking effect will travel (use -1 for no limit). [range: -1 ~ 100, default: 16]
- I:maxBreakDistance=-1
- # If a tree's top log is not close enough to leaf blocks, the tree will not be chopped.
- # Increasing this value will search further. I would try to keep it below 3. [range: 1 ~ 8, default: 1]
- I:maxLeafIDDist=3
- # The minimum number of leaves within maxLeafIDDist of the top log block required to identify a tree. [range: 0 ~ 8, default: 3]
- I:minLeavesToID=3
- # Setting this to false will allow the chopping to move downward as well as upward (and blocks below the one you break will be chopped) [default: true]
- B:onlyDestroyUpwards=true
- # Set sneakAction = "disable" to disable tree chopping while sneaking,
- # set sneakAction = "enable" to only enable tree chopping while sneaking,
- # set sneakAction = "none" to have tree chopping enabled regardless of sneaking. [default: disable]
- S:sneakAction=disable
- }
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