Mods / In Dappled Groves
Author: Vinter_Nacht
Side: Both
Created: Oct 12th 2022 at 8:26 AM
Last modified: Aug 29th at 10:07 PM
Downloads: 20443
Follow Unfollow 482
Latest file for v1.19.8:
InDappledGroves-1.19-v0.8.5.zip
1-click install
Come Support Our Development Here On Patreon!
Special Thanks To:
- Spear And Fang For Providing The Tree Hollows
- Taska For The Adzes and Bark Baskets
- DJVIrus For The Incredible Tool and Stump Models
- Pan Prasecribens for debugging support
- Dythanos, who saved my sanity with that one thing
“And into the woods I go, to lose my mind and find my soul.” - John Muir
"In Dappled Groves" is a mod dedicated to changing our relationship with the forests of that land many call Vintaria. It starts by changing the appearance of the woods every so slightly, introducing stumps at the bottom of most of the trees you'll encounter. These stumps will remain when the tree is fallen, requiring you to finish chopping it out. Their resistance is significantly higher than that of the logs themselves. Within these trees can be found hollows (Thank you, SpearAndFang!) in which the spoils of the forest denizens can be found. They'll drop when the tree has been felled, giving you access to beautiful storage space.
- Forest Changes
Yes! Compatible With Wildcraft Trees!
(Note: Full scope of compatibility unknown)
- Trees now have sturdy tree stumps that will resist being removed.
- Logs now have typed resistances, balanced using the Janka Hardness Test
- Tree Hollows Spawn in Trees Throughout the World (Thanks, Spang!)
"Greeting to the vales and uplands,
Greet ye, heights with forests covered,
Greet ye, ever-verdant fir-trees,
Greet ye, groves of whitened aspen."
- The Kalevala - Rune XIV
To aid you in your forestry endeavors, there are also new tools! All vanilla axes past copper have been removed and replaced with specialty axes. Splitting Mauls split lumber faster but are terrible at felling trees. Forestry Axes are excellent for felling trees but not so much for splitting wood. Grub Axes combine axe and adze, allowing you to hew wood and chop wood with a single tool.
I have to thank Taska Rain for the adze and bark baskets the mod introduces. Speaking of bark baskets! When you hew a tree (using an adze or the backside of a grub axe. You can switch modes using F to swap between the available modes), you'll receive bark! However, it won't work for baskets just yet! You'll need to soak it for 24 game hours and use it while it's wet (It stays wet for 24 game hours) to make baskets. (I'll likely be making this configurable in the future, and I know that some work needs to be done to make this process worth it. I may up their capacity to 10 or 12 spaces, though I intend, in another mod, to make cattails similarly challenging to process).
Removing the instant processing of lumber into boards and firewood, replacing them with in-world interactions. Firewood is now produced by chopping logs into log slabs, log slabs into firewood, and slabs into sticks. You can make boards in-world simply by interacting with a log using a saw. Workstations can improve the speed at which you get results. The base speed of processing these recipes is based on the resistance of the block you're working with.
You can also break down wood slabs, stairs, and plank blocks into firewood by splitting them with an axe.
- New Tools & Workstations
- New Axes
- Forestry Axe - Faster tree chopping, slow splitting
- Splitting Maul - Faster wood splitting, very slow tree felling
- Grub Axe - Slow chopping, Slow splitting, Slow Hewing (F to switch tool modes)
- Adzes - The Preeminent Hewing Tool
- WorkStations
- Chopping Block - Workstation for improved wood splitting/hewing.
- Sawbuck - Improved rate of wood sawing.
- New Blocks & Materials
- Stripped Logs - Produced using an adze on a log that's been chopped down
- Log Slabs - Split any log with an axe
- Stripped Log Slabs - Split any stripped log with an axe
- Bark - Strip a log with a hewing tool (adze/grub axe) to get bark
- Bark Bundle - Place four of the same bark in-ground storage, and click with another piece of the same bark to create a bundle.
- Soaked Bark - Place a bark bundle in a water block for 24 hours (Not a barrel)
- Bark Baskets - Use 24 soaked bark to make a basket (Likely to be reduced due to processing time.)
Coppicing/Pollarding - When you cut a tree down in cold temperatures and leave the stump, it'll begin to sprout the following warm season. These will be able to be harvested for sticks and firewood. Other uses may become available over time.
Sawhorse Workstation - This is already functioning but doesn't have any use at the moment. This will be introduced with 'sawn boards' and the following.
Primitive Board Making - It will be possible to produce boards using a wedge. This will produce rough timber. Using a hewing tool will process this timber into hewn lumber. Using a plane will then convert hewn or sawn boards into vanilla boards. Each of these board stages will introduce:
New Building Blocks - Rough, Hewn, Sawn, and Vanilla boards will all have blocks you can make out of them. They'll have custom textures related to their wood and board types. Rough blocks made from boards will have a variable texture to represent the unreliability of building with unfinished lumber.
Wood Curing - Wood curing will be introduced as well. While still being conceptualized, some things are known. Cured firewood will have longer burn times, and hotter temperatures (not smelting temps) than green wood. Uncured boards risk turning into warped boards, which will mostly be useful only for firewood, though another workstation may change that. Additionally, charcoal pits made with uncured firewood will have a risk of going out, and produce less charcoal per block.
Steaming Cabinet - A steaming cabinet is a method of straightening warped boards so that they aren't wasted. They may also become useful for making items that require careful wood bending.
Compatibilities
- Wildcraft Trees & Shrubs - Compatibility added 06/14/23
- More Piles - Compatibility added 06/27/23
- Expanded Compatibility - Compatibility options have been expanded by restructuring the mod to be primarily behaviors. 06/27/23
- Toolworks - Toolworks compatibility added, Toolworks tools now work with IDG workstations. However, IDG tools cannot be made using Toolworks processes. May attempt to include this level of compatibility at a later date.
- Floral Zones
Known Incompatibilities
- More Piles - Unable to make bark piles with this mod installed. Looking into it.
- Anything that adds tools made for woodworking unless explicitly stated otherwise. Incompatibilities can range from innocuous to game-breaking.
Known Bugs
- Firewood: Not Rendering Properly On Chopping Block - Killed it!
- Wildcraft Trees & Shrubs Narrow Logs - The narrow logs don't work on chopping blocks/etc, fix coming soon.
For anyone interested I made a simple addon mod called 'Helve Axe addon for In dappled Groves '
(My friend kept complaining it took too long to make charcoal and I read you where open to the idea of a companion mod that adds some form of semi automation so that's exactly what I did)
Amazing mod btw, was worth it to make an addon mod so my friend wouldn't complain about having this mod.
Dafri - I won't be adding it as an early game measure, but there is a new workstation coming that will make splitting firewood faster.
Vinter_Nacht
After tweaking the output in the mod files, I see what you mean, I reverted it back to vanilla amounts quick, fast and in a hurry.
But an earlier way to split logs faster would be nice, maybe add a mode that adds 50% to the processing time and fully splits the log?
If you don't like suggestions, I'll stop. Still one of my favourite mods either way!
Apodemius - Glad to hear it! Now I just have to get the update to 1.20 underway.
Vinter_Nacht
Also I'm using 0.7.3 now and it works. Everything 0.8 and up CTD. Vintage story is 1.19.8
Modlist
foodshelves_1.3.1
ACulinaryArtillery 1.2.1
ExpandedFoods 1.7.2
apegrapes-v1.19.8-1.1.0
feverstonewilds_1.5.0-rc.2
MoreRoads 1.5.8
ProspectTogether-1.3.0
chiseltools 1.12.4
SaltAndSands-1.0.2
tailors_delight-1.5.2
herbarium_1.3.0
primitivesurvival_3.6.4
SeraphFaceOVerhaul
butchering_1.6.7
ArtOfGrowing-0.0.4
wildcrafttree_1.2.0
wildcraftfruit_1.2.2
sailboat_1.3.1
teleporation-runes-1.1.0
FromGoldenCombs-1.19-v1.6.0
medievalexpansion-3.13.1
CommonLib_VS1.19.8_net7_v2.5.0-rc.2
decorbazaar_v1.1.1
upholstery-1.0.0
hudclock-3.4.0
MoreRoofing-1.3.4
BetterRuinsv0.3.5
expanded_matter-2.6.3
AgeOfConfession_2.0.4
fruitpresstweaked-1.0.1
BetterTradersv0.0.7
fantasycreatures_0.7.1
petai_v2.2.4
kevinsfurniture_1.2.0
Dafri - While I won't change the output in order to keep it in balance with vanilla, I am considering implementing a tool to speed up chopping firewood without removing player involvement in the process.
@Madrigal - I can't promise anything, but I'll take a look at it.
@Apodemius - This is the first report I've had of this type. What mods are you running concurrently?
So this mod is incompatible with vintage engineering, the log splitting machine uses an axe head in it's recipe, but this mod's changes to axe heads causes crashing. Is there any way to patch this? Someone called Phabio has asked on the vintage engineering mod page but the author seemed very dismissive of that idea... Would be amazing to have both of these mods going.
Great mod. Love the immersion. But i get a CTD whenever i hover over a prospecting pin on my map.
IDG has quickly become one of my must have mods to play Vintage Story, I love most mods that add the ability to do tasks in game instead of using the crafting grid.
That said, only receiving the same amount of firewood as vanilla for going through the extra steps to earn our firewood, I would expect to receive a bit more. Maybe adding a quarter slab and splitting those yeild 2-3 firewood?
Now to be honest, I think even in vanilla, 4 firewood per log is criminal, we can't be that crap at splitting logs.
Again, thank you for such an amazing immersive mod!
Having an issue where I feel like IDG has done this before where my axe is auto destroying all blocks I swing at. Is there a way to confirm this is happening with IDG vs another mod?
Edit: The obvious thing is to remove the mod and see if it's still happening. I will try that when I get a chance and post back.
Is this compatible with Primitive Survival?
I love this mod, good work. :)
I think it would be really nice to be able to configure the number of firewood and sticks gotten from chopping wood.
Cuddly_Khan - Done
Please mention Floral Zones compatibility in the description. I had to look through all of the change logs to figure out if it was compatible or not. 😅
ALERT: Take your stuff out of woven baskets if you have ancient tools installed before you load this mod
Okay, so I realise I'm an edge case; but here we go...
I'm setting up a server for my friends and I, and am about 120 mods in. Whenever I add IDG, every minute or two, I get a 2-3 second pause, before resuming a solid 60fps. I tried specifically removing JUST IDG, and it does appear I only get it when IDG is enabled.
I know this isn't much help to people. But it's the best I got.
HighDesertSky - I have seriously considered it, yes. Bigger fish first, but eventually.
I'm playing with both, and everything works as expected.
HighDesertSky
Are you aware of any incompatability with Ancient Tools? That mod also has adzes, mauls and wedges, as well as bark and bark baskets. Will I run into any issues? Also any intention of implimenting crosscuts for felling? As a forestry nerd I can tell the love you have for the craft in this mod. You do great work and I love the detail you go into.
Wildcraft Trees Made Me A Liar!
Please delete your modconfig/indappledgroves/treeconfig.json (Or adjust it to your tastes, if you've done any special editing)
Note: For now, Mangroves do not produce stumps. I need to learn more about how they spawn their special roots before adding stumps so I don't interfere with their generation.
1-19-0.8.5
- Added Wildcraft Trees 1.2.0 compatibility
Note: If you install this mod your blocks turn into white blocks with ? marks, reload the world again. Not sure why this issue is occurring, but it resolves itself with this step, and it doesn't seem to happen again.
OMG OMG OMG, it wasn't just me!?!?!?
If I turned off either IDG or WCTS, the trees were fine. But 60% of my worlds would have like 5 trees in a 15k venture in one direction. It was seriously strange. Then I'd unload one and it'd be normal. Then try both and it, again, would be normal.
But I'm testing mod compatibility right now, and make dozens of worlds per day. And 60% of my mixed worlds would be practically empty of trees. It seemed like, though I don't have any aged worlds, if the world generated wtih a forest, then I got patches of forest. And if it came in blank, it was blank for good.
I'll be testing this a lot in the coming days. Thank you VERY much!
1-19-0.8.4
- Fixed issue where trees would stop generating.
- It's important to delete your modconfig/indappledgroves folder on this update. This should be the last time this is necessary for a while.
Update 0.8.4 withdrawn - Why don't these breaking issues show up in dev testing? Seriously?
Hey, I just want to say I'm enjoying the mod for most of my playthrough, along with the additions.
However... if possible, could we get a mechanical saw/ splitting station for lategame? I'm in the Steel Age, where we need a ton of charcoal to keep cementation furnaces running... The only way we've been able to achieve this is by cutting down Fern Trees. hand splitting logs for a 5x5x5 charcoal pit is just far too tedius to do with normal wood, what with having to stop splitting every time to place a half slab or a new block when you need.... checks notes at 4x5x4, I'd need 2,560 firewood (That's 80 stacks). at 4 firewood per average block (If I recall...I don't know if some give more) that's 640 logs needing to be hand-split three times (Once for the log, two for the slabs) to fill my charcoal pit... which last time I filled it lasted me only a few days of heavy industry to supply my crew with iron/ steel. Or break multiple steel axes cutting fern trees for several days and making repeat trips home with literal inventories of firewood, clearing entire islands.
Making planks isn't nearly as much of a chore, so wouldn't need a plank-making machine... but a lumbermill saw to produce firewood automatically would be amazing. Or... even getting a hopper/ chute to feed into the chopping block would help, as right now the logs get put into some interior inventory without being placed 'on' the block to chop.Just a way to smooth the process through progression/ automation like other aspects of VS (Think Helve Hammer for plates and blooms)
This is the error it spit to me just now
25.8.2024 16:25:17 [Notification] Loaded 3790 unique items
25.8.2024 16:25:24 [Notification] Loaded 20784 unique blocks
25.8.2024 16:25:24 [Notification] Loaded 693 unique entities
25.8.2024 16:25:24 [Notification] BlockLoader: Entities, Blocks and Items loaded
25.8.2024 16:25:24 [Event] Remapping blocks and items...
25.8.2024 16:25:24 [Event] 8 cooking recipes loaded
25.8.2024 16:25:25 [Event] 1267 crafting recipes loaded from 382 files
25.8.2024 16:25:25 [Event] 9 metal alloys loaded
25.8.2024 16:25:25 [Event] 325 smithing recipes loaded
25.8.2024 16:25:25 [Event] 73 clay forming recipes loaded
25.8.2024 16:25:25 [Event] 52 knapping recipes loaded
25.8.2024 16:25:25 [Event] 167 barrel recipes loaded
25.8.2024 16:25:25 [Notification] Entering runphase AssetsFinalize
25.8.2024 16:25:25 [Event] ########## started 'Scarecrow' mod ##########
25.8.2024 16:25:26 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryaged-debarked-down-free in ground recipe indappledgroves:recipes/ground/chopping/logslab.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryagedrotten-debarked-down-free in ground recipe indappledgroves:recipes/ground/chopping/logslab.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-veryaged in ground recipe indappledgroves:recipes/ground/sawing/boards.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-veryagedrotten in ground recipe indappledgroves:recipes/ground/sawing/boards.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-agedebony in ground recipe indappledgroves:recipes/ground/sawing/woodrecovery.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-rottenebony in ground recipe indappledgroves:recipes/ground/sawing/woodrecovery.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-agedebony in ground recipe indappledgroves:recipes/ground/sawing/woodrecovery.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-rottenebony in ground recipe indappledgroves:recipes/ground/sawing/woodrecovery.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-agedebony in ground recipe indappledgroves:recipes/ground/sawing/woodrecovery.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-rottenebony in ground recipe indappledgroves:recipes/ground/sawing/woodrecovery.json
25.8.2024 16:25:26 [Event] 268 ground recipes loaded
25.8.2024 16:25:26 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryaged-debarked-down-free in chopping block recipe indappledgroves:recipes/choppingblock/logslab.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryaged-debarked-down-free in chopping block recipe indappledgroves:recipes/choppingblock/logslab.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryagedrotten-debarked-down-free in chopping block recipe indappledgroves:recipes/choppingblock/logslab.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code indappledgroves:logslab-veryagedrotten-debarked-down-free in chopping block recipe indappledgroves:recipes/choppingblock/logslab.json
25.8.2024 16:25:26 [Event] 67 chopping block recipes loaded
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-veryaged in sawbuck recipe indappledgroves:recipes/sawbuck/boards.json
25.8.2024 16:25:26 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:plank-veryagedrotten in sawbuck recipe indappledgroves:recipes/sawbuck/boards.json
Fjall
- Well, I've narrowed down what's causing the problem... Though I'm not sure how the apparent source of the problem (The TreeConfig file) is causing the reported problem (I'm suddenly trying to access a disposed thread? What?)
Vinter_Nacht I appreciate your response and troubleshooting! For science, I just rolled back to the previous version of the mod, and the problem ceased. It seems like it's something about the newest version in particular.
Fjall - Well that's certainly no good, but it's also valuable information for bug shooting whatever is happening there. I'm sure I'm going to hear more about this moving forward but I can start troubleshooting it now.
I'm having a really strange bug where if I generate a world after loading the game, it works the first time. But, if I go back to the main menu and then re-join my world, or if I try to generate a new one, no new trees or forests generate. I originally thought it was a conflict with a terrain generation mod, but I removed that mod and the problem still persists. It just seems so bizarre and I can't figure out what might be causing such a bug or incompatibility. I don't have any other terrain or tree mods installed.
Update: I have been able to repeat this same issue on another computer with another instance of the game. I have also repeated it after disabling all other mods. I also noticed that I was able to get it to work when I deleted the treeconfig.json file, but as soon as I went into a world that file regenerates, of course. When I try to join again after that, once again IDG trees and forests stop generating.
Had the same experience as Phoenicius btw regarding ancient tools. The moment the mod was disabled, both In dappled groves and Toolworks seems to behave, at least enough to let me boot a new game.
Yeah I had that fun axe bug. It was one-shotting not just trees, but anything you clicked on. Soil, stone, trees. It was kinda fun but then I realized how bad it would be to get used to it so deleting the config solved it.
Thanks for such wonderful mods, Vinter_Nacht
Would be great to have also roots, and different roots systems for different trees. For sake of simplicity, three types: veritcal taproot, lateral roots and intermediate heart root system.
Tree growth will depend on space for its roots, for example birch, mapple with lateral roots can grow on thin layer of soil as long as there is unrestricted place aound them, while oak, walnut etc require few soil layers to grow high, but can grow close to each other.
Roots can be removed by adze or hoe, giving some sticks, firewood or bare soil.
Has anyone gotten IDG to work with Toolworks? Using the latest version of both mods results in the save being unable to load. I get this error message:
9.8.2024 10:12:19 [Error] While shutting down the server:
9.8.2024 10:12:19 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Util.ObjectCacheUtil.GetOrCreate[T](ICoreAPI api, String key, CreateCachableObjectDelegate`1 onRequireCreate) in VintagestoryApi\Util\ObjectCacheUtil.cs:line 30
at Toolworks.ItemCompositeTool.OnUnloaded(ICoreAPI api) in /home/jon/prg/vs-toolworks/toolworks/src/Item/ItemCompositeTool.cs:line 289
at Vintagestory.Server.ServerMain.Stop(String reason) in VintagestoryLib\Server\ServerMain.cs:line 1161
EDIT: when I just have Toolworks and IDG, it actually loads....
So there must be another mod causing it.
EDIT2:
The crash only happens when Ancient Tools, IDG, and Toolworks are loaded alongside each other. If you remove either Ancient Tools or IDG, and keep the other along with Toolworks, then it works.
Delete your config files. VintageStoryData/ModConfig/IndappledGroves
Just delete that entire folder.
Hello, dunno if it was reported but it appears that axes one shot trees now. Like i made a flint axe, started to chop a tree (Pine or Birch) and it immediatelly broke.
I apparently have worked some dark magic and 0.8.2 is truly and profoundly broken. Is anyone using the 0.8.2 version WITHOUT any issues?
LarekFlynn -
I want to do something like that eventually, but won't be soon. Other irons in the fire.
I am loving this mod so much! Any chance for the chopping block to work with Vanilla Varients firewoods?
I'm sorry for the long release time on this, I've been trying to hammer down a bug that just won't die. Thankfully, it's only a rendering bug that only occurs in multiplayer servers, and only effects those NOT using the workstations. Specifically, the workstations don't appear to be syncing visuals with the client. I've gone over it until I'm blue in the face without resolution. This is due, in part, to the bug requiring at least two people and a remote server to narrow down and resolve.
However, all mechanical aspects seem to be firmly in place, tree stumps, hollows, and burls spawn as they should (Hollows in 2x2 trees don't mesh up well texture wise, but that can be resolved later), etc. You guys just get to destroying this as fast as you can, would ya kindly?
That is... Very very new. I've never heard of that particular error before, I will look into it though. I don't get a chance to check every detail before releasing it, even when I try.
I see, hopefully you get that sorted out and by axe positions I mean the axe grub axe its not in my hand at all and its kinda between my chracters legs and floating while swinging as for the others the other axes im just swinging it by the end of the handle like the very end of it. Adze seems to be ok though
Hey Khonsu, what do you mean by "the axes positions"? (Note, for anyone waiting, I am nearly done with the update for IDG... Still beating my head against one last bug)
Hello!
I just wanted to point out that Im getting a bit a bit of a visual bug with the axes positions, I dont thinks its an issue on my end because I did run it by itself without any other mods
"Huge amounts of charcoal becomes a tedious chore" is an intended feature, find yourself a dedicated charcolier, since you brought up coop play. ;)
However, charcoal production is on my to-do list, but it won't be in this mod when I get to it. It'll be it's own thing that will be compatible with IDG.
Great mod, especially for multiplayer servers - less speedrun and encouraging to coop play.
But making huge amounts of charcoal for steel making become tedious chore.
My idea: mid-game iron retort for logs pyrolisis, something like this:
you can insert logs, slabs or fire wood, with 0.25 efficiency from each item (so 32 firewood yield 8 charcoal, lazy equivalent of 8 logs - only 2)
Also tar can be achieved as by-product.
Also another possible bug, it appears that there can't be more than one player chopping blocks by holding right click on placed logs with an axe. As soon as the second player starts the animation to chopping it, the first player who was already doing it on another log: his animation kinda stops and the chopping sounds also stop, and the log chopping process kinda halts and never finishes.
Okay, so did some digging around with the json files, the json file corresponding to the bark bundle recipe in the grid folder is empty.
Hello, it was mentioned that when you have "more piles" mod, there is a grid based recipe activated to make dry bundles. But what exactly is that? Handbook does not really show it, almost as if the mod fails to check if more piles is installed and does not activate the recipes.
should i have gotten rid of the config folder as well?
Blaze_wraith - If that's all you've done, then I have no explanation for why the blocks are no longer being recognized by your server/home game.
all i did was delete the old mod file from the mod folder and install the new one
@Blaze_wraith - I'm afraid I don't have enough information to answer that question. It's not an error report I've had, and I don't know what you've done with your setup that might end in that.
Yep! That's been mentioned a few times in comments below. :)
I have fixed the instant axes. Just deleted the Modconfig files and loaded a new world. Works exactly as intended again. So something between previous versions and this one causes the instant axe effect. Just delete the mod config files for Dappled Groves (I delete all except 2 since I edited those 2 so not sure if there was a conflict with something else) and it should work.
4th edit!
so...how do i fix it then
Blaze_wraith - I'm sure you know the answer to that is no.
is it normal for when i update the mod, i get ? on all mod related blocks
@SocialBlazer - There is no "recipe" for bark bundles. You place four pieces of the same kind of bark down in ground storage, and then click the ground storage with the fifth piece of bark. It will turn into a dry bark bundle. This is then placed in a block with water in it.
Westerby - I'm still working out the kinks in that process. You are experiencing it as it works right now.
Hi! Where can I find a recipe for bundle bark?
Hi @Vinter_Nacht, I too am getting the bug where I'm unable to chop slabs. However this only happens to the slabs that are automatically places on the chopping block after spliting a log.
When I release the LMB and start chopping again, I can split the slab but can't keep the mousebutton pressed down.
Is I keep the mouse button down, The chopping animation will just run ad infinitum, without the slab being split.
@DotFX - Make sure you are using the absolute latest version. That shouldn't be happening in 0.7.3-dev.2
+1 for the crash when chopping firewood on a chopping block
Added it to the existing save, copper axe that was hanging on a vanilla tool rack is now hanging in the air on the opposite side of the rack. Replacing it doesn't help. Will see if crafting a new axe will fix it.
@No_Zen - Are you not in the Vintage Story Discord? My Discord, however, is vinternacht
Is there a discord link somewhere?
If anyone is encountering the "two people can't chop a slab" bug or anything related. Contact me on discord please.
Further, if anyone is having trees falling with one blow, let me know. I can't replicate either of these in chat.
As for the images in my DB entries... I was cleaning out my github today and forgot these pages referenced those pages. XD
@No_Zen - It's interesting that you mention the only one person at a time on the slab thing. I've gotten exactly one report about that before, and I've gotten confirmation it wasn't like that elsewhere. Haven't been able to repeat it or figure out why it's happening. Trying to look into it.
As for the other two crashes... (busts open Visual Studio) Why am I squashing a bug only to have two more bugs exist?
Also a crash when using an axe on chopping block with firewood on it.
There also seems to be a crash when using an axe on an empty chopping block.
Why can only one person chop slab into firewood at a time in multiplayer?
Alright, got a patch release out. I am still befuddled about why the chopping block, specifically, was acting so strangely. Either way, keep me informed.
I apparently touched something I don't remember touching, and chaos has ensued. I'm not sure where this is happening, but I'm looking into it.
One of those "I don't recall touching that... Why did it change?" scenarios.
Getting a bug on the new release where trying to split logs on a cutting block loops the animation instead of completing the process, and using an axe to split logs or log sections on the ground completes them instantly. No instabreak issues when mining log blocks with the axe though.
Hello!
I really like this mod, but I was wondering if there is any way to speed up the wood processing time....
It's quite a bit too much for me and the thought of having to make charcoal like this torments me (ಥ ͜ʖಥ)
I try to be prompt... sometimes it takes days, hopefully it will never take months again. Hitting me up on the VS Discord Server is the quickest way to get a response.
Yes, that's exactly what I mean. I'm sorry, my brain couldn't figure out a better way to describe it. It's not a big problem, just wanted to make sure it wasn't because of something I did, or didn't do. I love the mod, so the slight overhang isn't a no-go for me. Thank you for the prompt reply, by the way! I appreciate it! :)
Rhyagelle - I'd need a visual to understand your question entirely. If you mean that parts of the trunk overlap into other blocks that result in a visual overhang, that's just part of how it generates if it's on the edge of an incline or decline. I want to make that work better in the future, but getting it done right is tricky if I want it to look "right."
The trees spawn "floating" off blocks. It's not that big of an issue, just visually looks weird parts of the trunks aren't in dirt. Is this an issue with another mod maybe, or just how it generates?
Blaze_wraith - I'll take a look into the stone adze's and figure out why they aren't working.
IAMspEeDex - Did you try this with the metal adze's as well?
@Blaze_wraith had the same issue, used an tin bronze grub axe in hewn mode worked
have a bit of a bug with the sawhorse
using a flint adze on a stripped log in order to get some support beams to make a little border thing around my garden farm. the problem is, when i put the stipped log on the sawhorse and use the adze on it, it does the animation, but doesent produce any beams. unless the prosess is supost to take a fair while, i'd say this is a bug
also, little suguestion: is it possible for you to replace the saw's sound effect to an actual saw and not an axe
@Finalcord - That is a bug that I consider a feature. I'll make future releases explicitly state that these don't work with a hopper; much appreciated! (Don't worry, I'll make it configurable)
SeniLix - Thank you for confirming that, I also need to check into the files and see if maybe I have the config autosetting up wrong.
I've noticed a bug where, if you try to feed a chopping block with a hopper, any logs you put into the hopper will vanish after the first one is placed. I was thinking that hoppers might be good for a form of partial automation, letting you chop without having to replace the log each time.
LordWungus
Vinter_Nacht
To confirm. Changing the 0.0 to 1.0 in treeconfig.json seems to have fixed the insta break bug for me as well.
Tip for anyone having an issue with the instabreak bug: you might have the tree felling multiplier in treeconfig.json set to 0 in the modconfig folder. I deleted the stumps from the stump types list because I didn't like the textures hanging over block ledges, and when I loaded back in I had the autobreak bug. Setting the tree felling multiplier back up to 1.0 (it had changed itself after I made the stump types an empty list) fixed the issue for me. If you also want to remove the stumps, changing the stump list to "stumpTypes" : null seems to work without any obvious problems. Never mind, the stump list gets changed back if you set it to null.
Quick patch fix. (oops)
1.19.0-0.7.1-dev.1
- Fixed the copper axe for real this time. >.<
Another development build, hidden bugs are sure to exist but my testing shows that everything is working as intended. As always, add to precious worlds with caution.
1-19-0.0.7.0-dev
- Got SkillItems (Toolmodes) rendering again on all tools with BehaviorIDGTool
- Fixed issue with snow texture not rendering on logslabs
- Fixed copper axe not working on chopping blocks/in-world recipes. >.> Oops not really.
- Fixed 2x2 trees generating without stumps
- Added sectional stumps for appropriate trees
- Attempted to fix stumps floating above blocks of air. It's a proof of concept patch, rather than a full fix.
- Fixed(?) planted trees not generating with stumps.
- Fixed error where breaking a compat treehollow would result in an error.
- Added instructions for modifying treehollow loot config. The instructions can be found in the zip file.
SeniLiX
I'm going to be honest, I haven't the foggiest clue what's causing the instabreak issue. I can't repeat it in my dev environment; it's only been reported to me. The process I've been told works is "delete the indappledgroves config folder in your modconfig folder, clear the cache, start a new world and then go back to your old world." I've used the public release to test it outside of the dev environment, and the issue still isn't reproducable. It is a known factor that copper axes are not working at this time, and that player grown trees will spawn with no stumps or the wrong stump. These are fixed in the upcoming release.
However... I would strongly suggest not updating any present worlds to the current line of development until you have tested them on a fresh world. If the last part of the current download says "dev." then it's still not considered stable. I won't release anything I >know< has bugs, but until it's been tested in the wild without bug reports for a while, I can't guarantee its stability and won't release it without a designator. -dev is definitely not 'loved world safe', -rc most likely is, and no - at the end at all means I haven't gotten bug reports about anything in it for a while.
I'm having the issue with flint axes insta breaking blocks/entire trees.
I already deleted the cache files to let the game generate them again.
Could this be caused by some sort of incompability between this mod and something else?
I got these lines in the client debug file whenever I cut down a tree:
3.7.2024 20:52:13 [Debug] Remaining Resistance is 6,5 tool mining speed is 3
3.7.2024 20:52:13 [Debug] Remaining Resistance is -∞ tool mining speed is 3
In the server debug log I got these lines:
3.7.2024 20:50:25 [Debug] Remaining Resistance is 98,97767 tool mining speed is 3
3.7.2024 20:50:25 [Debug] Remaining Resistance is 98,94875 tool mining speed is 1
3.7.2024 20:50:25 [Debug] Remaining Resistance is 98,95375 tool mining speed is 1
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,9525 tool mining speed is 1
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,9525 tool mining speed is 1
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,955 tool mining speed is 1
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,95 tool mining speed is 1
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,9525 tool mining speed is 1
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,8955 tool mining speed is 2,2
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,89825 tool mining speed is 2,2
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,89825 tool mining speed is 2,2
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,89825 tool mining speed is 2,2
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,89825 tool mining speed is 2,2
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,89825 tool mining speed is 2,2
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,89825 tool mining speed is 2,2
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,955 tool mining speed is 1
3.7.2024 20:50:26 [Debug] Remaining Resistance is 98,9525 tool mining speed is 1
3.7.2024 20:50:44 [Debug] Remaining Resistance is 98,98876 tool mining speed is 3
3.7.2024 20:50:46 [Debug] Remaining Resistance is 98,9273 tool mining speed is 3
3.7.2024 20:50:46 [Debug] Remaining Resistance is 98,94875 tool mining speed is 1
3.7.2024 20:52:08 [Debug] Remaining Resistance is 98,85375 tool mining speed is 3
3.7.2024 20:52:13 [Debug] Remaining Resistance is 98,8575 tool mining speed is 3
3.7.2024 20:52:13 [Debug] Remaining Resistance is 98,9525 tool mining speed is 1
I'm not sure if this is related to the issue at hand?
@Wahazar - I'm familiar with the issue with 2x2 trees, the problem with them is hard to figure out. Wildcraft Trees and other mods that add 2x2 trees also don't universally get stumps. It's quite mysterious.
@JohnathanSky - Will consider.
Redwoods are not fully supported. There is no roots (I guess it is hard to implement roots for 2x2 log), but also quarter log after debarking convert into single debarked log (not sure how it works in vanilla)
Would compatibility with the "vanilla variants" mod be considered? I'm referring specifically to the tree specific firewoods, so instead of getting "firewood" you get for example "firewood(Pine)". From there chop as normal to get sticks. Just a little thing that completes the immersion.
@Wahazar -
- Thank you for this, this would have been a sleeper bug. I'll add it on the list of things to come out in the next update.
There is red "?" displayed on snowy half-slabs - some textures are missing (specifically, old wood half slab, I didn't tested another ones)
Ok! An announcement. For reasons unbeknownst to me, it is necessary to clear your cache to eliminate insta-block breaking axes. Your cache can be found at: ...<installdirectory>\VintagestoryData\Cache.
You will also find that copper axes are not working on chopping blocks or chopping logs/firewood/slabs worldwide, but they should still be able to fall trees. This "issue" got missed because it didn't even appear for me in the dev environment until I cleared my cache folder. I am completely uncertain what caused that; hopefully, this won't be an ongoing issue. This issue is already fixed for next release, and the "toolmodes" not showing seems to be working again.
Tokamesab - This issue has been popping up, but it's not happening in the dev environment, nor when I launch a normal world with the uploaded update. People have reported that clearing out the modconfig folder and starting a new world fixes the issue, but it's been inconsistent. Very frustrating since I can't reproduce it.
After switching to the latest version of the mod, the trees began to break in 1 hit, (The axe started to break all the blocks with 1 hit)
Logs also stopped getting up on desktops for processing
Thanks for the help! Deleting the mod folder in modconfig helped
1-19-0.0.6.1-dev.4
- Quick patchfix for specialty axes not chopping trees properly.
Also - I'm aware toolmodes aren't showing up, meaning you can't switch modes on a Grub Axe. I'm looking into it. Sorry about the quick update.
While this is a development patch, I'm fairly certain I've addressed all the bugs and inconsistencies that were reported to me.
Modded trees no longer chop block by block, no grid plank recipes are no longer available, etc.
Most importantly for those who use more piles, grid recipe options are now available when More Piles is installed.
1-19-0.6.0-dev.4
- Fixed bug where switching blocks while chopping a tree caused it to fall instantly.
- Finally implemented, some axes are better at felling trees than others of the same tier.
- Fixed Wildcraft and other modded trees not felling properly.
- Confirmed transforms for chopping block and sawbuck working properly.
(This was related to the trees not felling properly... Stupid JSON patching)
Planned Upcoming Updates:
Wood recovery recipes will be available on the sawbuck as well as the ground recipes. Plank slabs, blocks, and stairs can be placed on the ground and turned back into firewood, sticks, or planks of their type. Chopping returns firewood and sticks, sawing returns planks. For planks this is a lossy process, you will not get back all the planks you put into the item.
@AntisocialCat -
No, that's a bug that I've, thankfully, already solved for the next release. I'd already have it out, but there's one more issue that I have to get fixed before releasing it.
Hello, love the idea of this mod, is it normal that you can chop log by log (basically minecraft style) some trees ? This seems to be happening while using the flint axe on cedar and spruce (idk if there's more). Those trees are from the wildcraft trees.
@Tokamesab - No the roots of the trees will turn into question marks, no way around that. The long chopping to make charcoal is part of the point. :) Sorry it's not to your taste.
Will I be able to remove the mod without any consequences? (At least so that the roots of the trees around me do not turn into "question marks".)
The mod is cool and I like the idea, but the long chopping to create charcoal upsets me
Also confirming issue with wildcraft trees and this mod. Using the latest version (dev.3, also tried 1 & 2). When chopping down the trees it will just break the logs as if in creative or just breaking a single log and will not cause the whole tree to fall. Poplar trees are one example of this. I have disabled everything but wildcraft trees and this mod to confirm the issue is with them however I do not see any good info in the logs to the cause of this. From what I am seeing this stoped working at v0.6.0-dev.1.
Thanks for the change on making firewood! It feels good again.
Quick bug-fix and general fiddling.
1-19-0.6.0-dev.2
- Fixed bug where interacting with a workstation caused a crash.
- Added a handbook tab for IDG
- Added a creative category for IDG blocks
Damn, 1.19 update lol
I'll try it ^^
@Wahazar - I can't recreate this.
If firewood is placed vertically, ugly white stripe is rendered (InDappledGroves-1.19-v0.5.0-rc.2)
1-19-0.6.0-dev.1
- Vanilla axes removed from trader loot & loot vessels
- Forest Axes and Metal Adzes added to trader loot and loot vessels
- Added Floral Zones Caribbean, Cape, Central Australian, East Asiatic, and Neozeylandic Region Compatibility
- Removed tannin recipes where appropriate, added back tannin recipes with bark
- Updated code to provide more adaptive material names for sawbucks, chopping blocks, slabs, and bark.
- Code overhauled to make IDG function as a group of behaviors, huge compatibility upgrade.
- Added compatibility with Toolworks tools. IDG tools manufacture compatibility will require Toolworks mod author assistance.
- Added compatibility for More Piles in the form of grid recipes for bark bundles. They are only available when MorePiles is installed.
@Pursec - Check with them; they found a solution. Then let me know ;)
Getting the same issue as Blaze_wraith - the bug wasnt present until the latest update
You should mention that one to Taska, she does Ancient Tools, and that sounds right up her alley.
OK, my barks are not so dry now, thanks for anwer.
BTW, beside of basket, what about protective shoes - tier 0 armor, prone to wear and tear, but accessible and needed during exploring in the beginning of the game?
https://en.wikipedia.org/wiki/Bast_shoe were popular in ancient and medieval times.
Wahazar - You have to place dry bark onto the ground in ground storage, with one piece of the same type of bark in each of the four spaces, and then click it with a fifth piece of the same bark to create a bark bundle. The bundle then gets placed in the water.
Vinter_Nacht that sounds great. i totally see what you intended to do with your update and i can't blame you for that. it really only bothered me with firewood -> sticks, so works for me. :)
so, i recently added the mod along with wildcraft trees and shrubs, and i have had some problems when i went to cut down a willow tree.
when i go to left click on the logs, they instantly break as if i was in creative, but the stump took a while to chop. and even if the whole tree is intact, taking out the stump dosent take down the whole tree
im pretty sure any mod that would conflict with it has been removed (gonna try "sticks from firewood" now)
edit, now it works
How I'm supposed to soak bark, if it is despawning, when threw into water block?
Maybe bark should be soaked if debarked from log (it is live tree, anyway), but basket will have only 3 slots, so just alternative for cattail ones?
EDIT: thanks for reply, meanwhile I discovered by myself crucial difference between "place in water" and "threw into water" :)
My last maybe-bug I mentioned (no generating stumps) did seem to be a result of upgrading the mod version across the growing cycle, so probably no actual bug there. Newer planted trees are fine.
Could you add crafting log slabs into fixed vertical/horizontal placement, similar to these vanilla stone slabs?
Log slabs are lovely early building material, but lottery placement is really infuriating.
A new update that provides compatibility for all the Floral Zones mods is coming this week. It's technically done, but I'm going to spend some additional time working on it rather than releasing another update so quickly. What this includes will largely depend on my ambitions.
Note: There is likely going to be an update coming soon that will break backward compatibility. The impact won't be TOO drastic, mostly just requiring existing worlds to replace any existing sawbucks due to a change to improve performance.
Think that overall improves the process from the original state, because its really only the firewood sticking there that makes it a huge pain (and like I said, with steel at least it was actually pretty hard to avoid making sticks.) That would give the added bonus of at least streamlining part of the firewood process if the slab sticks.
I'd prefer that.
Ok. Next update will provide a mixed solution. Every chopping process will return part of its yield to the chopping block... Except firewood. Firewood will split out both pieces. This makes making sticks a deliberate choice, while making it easier to make firewood overall. How does that suit you both?
@Snort / Moobyes?
@Snort - I'm going to have to do a poll! Sounds like this intended QoL feature is actually reversing the the Q!
Also seeing a bug with planted trees not generating with stumps. (This could be a weird edge case, because the trees were planted before I updated to the latest and grew after the update.) Happening on multiple species, suspect its all of them. (At least oak and birch, right now.)
Seconding Moonbyes: making the amount of firewood I need for charcoal for steel carburization, it used to be a lot of clicking, but you could get a nice groove and grind it out. The fastest was Place>Chop, repeat. You could split everything to half-blocks, then repeat the process for half blocks - Click to place, scroll to axe, click to chop, repeat. (You could technically even just hold click.) Now, it's actually much worse because it's Place>Chop>Chop>move to an empty hotbar item to pick up the piece of firewood left on the block and make sure you don't accidentally split again (super easy to do with the steel maul, I do it accidentally almost a third of the time trying to be careful.) Might not sound like a huge change, but it is takes something like 4-8x as long to split a stack. Technically it's like two fewer "clicks" but requires way more time overall to produce.
@Moonbyes
- I'll have to see if I can make it configurable, a lot of people were complaining about too many clicks so I tried to streamline the process.
not a huge fan of how the chopping blocks work this new update, i keep accidentally making sticks when i just want firewood. it's kind of hard to get used to. the way they used to work allowed you to have a flow -- now they're a little unintuitive
1.19-0.5.1-dev.1
- Large trees no longer produce pine stumps, though Kapok trees generating weirdly.
- Plank recipes removed from Wildcraft Trees, replaced with sawhorse recipes.
- Return Output added to chopping blocks, they will now put out on log slab and retain the other, the same will happen with firewood. The visual weirdness is known, and will be worked on as time permits.
- All wooden fences, plank slabs, stairs, etc should be able to be broken down on the chopping block, they will output firewood or sticks in balance with their inputs.
Vinter_Nacht I broke random blocks. I did notice that the stump had 1 dirt block adjecent to it. I didnt check the orientation so I dont know if it was facing N, E, W, or S. All I can come up with is a rendering issue by the roots trying to render inside of the adjecent dirt block. I tested it and placed blocks in all orientations to no avail though. Next time I see it I will record a video.
Jonathonsky - That is very peculiar indeed, and difficult to bug shoot with it being so rare. Did you break anything else in that chunk first?
I dont know if anyone has found this but I was flying in creative and saw a whole chunk flickering. It was coming in and out of being invisible like xray. I started breaking blocks and the moment I broke a tree's stump that was near the center of the chunk it stopped flickering. It's very rare. I've seen it maybe 3 times ever and I just happen to discover by accident that breaking a stump stopped the issue. Not sure why this would happen.
should up tier axt, like tin axe be removed?
i did find one in a ruine and get a black block.
@Randwulf - Nothing not explicitly compatible is going to be compatible. :) I'll add it to my list.
Gentle - The issue with More Piles is a known one. I haven't had a chance to look into it yet.
Playing with Butchering or Nat's Survival Expanded, the bone tools seems to not be working. I did a quick patch for it if you'd like to include it eventually (given the fact that the itemtype is axe-bone).
I'm sure I am just doing this wrong... But I am trying to place four maple barks on a tile to then make a bark bundle. I'm doing shift and not shift click, but my four are not becoming five (the bundle).
There was an incompatibility.
Uhm... There's a new release coming out that fixes a >expletive deleted< of mine, and also finishes the compact. You aren't doing anything wrong, I broke the mod.
Hi I have a question, I am having the hardest time just making a chopping block and also making slabs. I take the log and chop it using the feature but nothing happens. I've followed the ingame guide for the mod but I'm not getting anywhere. This mod seems great I'm just having trouble with it if anyone has a tip.Thank you!
Moonbyes - Thank you for that! I know there are some weirdnesses with the narrow logs. I'll get on fixing that. A later update may even give THEM stumps.
thank you for the update! -- if i encounter any bugs with the wildcraft trees i'll try my best to do good bug reports for them, i'll use the issue tracker!
@Hydromancerx - Reasonably often. You can increase the spawnrate in TreeHollowConfig. I believe it's set to about a 20% chance.
How often to tree hollows respawn?
That's because it's not compatible with Wildcraft: Trees and Shrubs... Or it wasn't.
The new release handles that. 1.19-0.5-rc.1
Warning: I've been working on this all day, about 12 hours at time of posting. It worked in dev, I didn't test it in release candidate because I wanted to get it out to you. Just know that I tested this relentlessly today, and I expect to see lots of bugs anyway.
Happend also in our world. Were playing 1.19.8. The Wildcraft: Trees and Shrubs trees spawn without stump. Sometime a hollow pine "stump" spawns instead. This hollow log is always empty and the name is not showing correctly.
wildcraft trees trees are spawning without stumps, so floating above the ground! does this only have support for the old wildcraft trees, and not the new wildcraft trees and shrubs?
Since «Wildcraft Trees» is discontinued, did you planned to use the new «Wildcraft : Trees and Shrubs»?
On another topic, I rejoin @Mohandar about «Dynamic Trees». Principaly about the natural propagation of trees. If you figure something out to make it happen, it would be great!
@Snort
- Yes, More Piles is not compatible with this mod. I'll add it to the description.
Trying to suss out what I think is a mod conflict - what is the correct way to make a bundle of already dried bark, is that possible? I placed 4 on the ground and tried to add a fifth to complete the bundle but it just picks up one of the bark. I want to make sure the behavior I'm seeing isn't just me being an idiot and doing it wrong. :)
FWIW I think the conflict might be with More Piles? I'm not sure.
Hi - love the mod and wanted to ask if you knew of a bug where if two players are trying to simultaneously trying to chop wood, it seems to stop the person who started first.
In our world, it seems to affect any player in the world.
https://youtu.be/LDokOGcwqUc for example
@Mothandar - I actually have the code stashed somewhere that will do just that. Not that I understand a line of it. I can't remember who created that mod, but he told me it was fine for me to use the code. We'll have to see what happened. I love Dynamic Trees, it is one of those mods that I'd bring to VS if I had the capacity. It just updated to 1.20.1!
I CANNOT tell you enough how excited I am that this has been updated! Thank you so much oh wonderful mod author and Noelle Lavenza. I am forever grateful! <3
Hey man, I know it's not your business, but... since the game authors wont implement it, and since your mod already modify the code for trees, would you consider to modify it further to make them act like the Dynamic Trees from the famous minecraft mod?
That mod basically transforms the booring plain and irrealistic cubic structure of trees into a more dynamic one, whith branches and twigs; making them grow based on sunlight, competing with other trees for sunlight, spreading autonomusly with seeds and most important having a decent falling animation (would be nice if they stayied on ground until chopped, but they didn't go that far).
I know it's alot, but you may agree with me and many others that trees are the main component in any survival game. Everything comes from them.
So it's nice if they, as the core of the game, would be as detailed, complex, realistic and rewarding as possible ❤️
Take a look if you can and tell me what you think about it !
Cheers 😊
Lovely mod
1-19.0.4.10-dev.9
- Updated to work with 1.19 by Noelle Lavenza, Hallowed be their name.
That face when the update process goes too smoothly... 🤭
Just an update on this. In Dappled Groves will be receiving some love once I feel that From Golden Combs is in a truly stable state. I've just released an update for that mod that seriously needs breaking. The update process went far too smoothly for my liking.
Vinter_Nacht I cannot tell you how excited I am to hear about you working on this mod again! I love this mod and would love for it to keep going! The immersion and attention to detail are among my favourite!
@SuperTeej - I'll work on it folks. I've been on a bit of a hiatus for.. a mess of reasons. I'm working on FGC for an update first. IDG will come next. It's a tetchy beast.
Please please please please can somebody update this mod or make something similar! I miss using it so much! Absolutely one of my FAVOURITE mods for immersion
Update for 1.19.4 please Vinter_Nacht
Hope you're doing alright, dude, and that your hiatus is treating you well.
Adding that I've been having the same crash as KeKc whenever I pick up an axe. I also had to scrub my files in order to get the game playable again afterwards; I think there was some kind of chain reaction going on where after I picked up an axe some file got buggered somewhere and I had to reset my data storage. I'm not sure what happened, but I figured it was something to report.
I've also been getting a weird crash with this mod since updating to 1.19.3. But I also noticed that the stumps aren't spawning either with the Wildcraft trees or base game trees. Please fix it soon! I really love this mod
I'm getting a weird crash whenever I pick up an axe
Running on 64 bit Windows 10.0.19045.0 with 32657 MB RAM
Game Version: v1.19.3 (Stable)
2024-02-01 18:47:42: Critical error occurred in the following mod: indappledgroves@0.4.10-dev.8
Loaded Mods: landformoverhaul@0.0.2, immersivecorpsedrop@1.0.2, indappledgroves@0.4.10-dev.8, thecritterpack@0.8.3, game@1.19.3, betterfirepit@1.1.4, commonlib@2.3.2, rivers@2.3.0, creative@1.19.3, survival@1.19.3, bullseye@2.5.3, playercorpse@1.9.0
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at InDappledGroves.Items.Tools.IDGTool.OnHeldIdle(ItemSlot slot, EntityAgent byEntity)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 162
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Is this mod safe to add to existing worlds? I know the hollows won't be in existing trees for one thing, but are there any issues other than that?
Strange request, but id love a simple mod that just has the cool looking stumps as a cosmetic feature only.
Hi, Vinter_Nacht
First off, I hjust want to say that your mods are some of my favorites! I'm just now getting into beekeeping and your level of commitment to making cool mods/systems is admirable!
I play with Wildcraft and I have noticed that some of their trees aren't playing nicely with your stumps/roots from this mod. More speciically, trees like their Eucalyptus look fine down the trunk, but they have the stump and roots of a Pine tree (I'm guessing that's the default if a texture is missing?) Is that something they need to update their mod to handle, or something for you to update in yours?
I have found this error in my log.
3.1.2024 07:08:49 [Error] Patch 0 in indappledgroves:compatibility/wildcrafttrees/patches/recipes/roughhewngate.json failed because it is missing the target file property
can you update your mod to rc4 please?
@VaelophisNyx - I understand that the design isn't for you. However, you can make changes to the config file to increase the speed at which you chop, and reduce the durability of the wood.
Regarding the payoff for that labor. This mod was designed to address something that was an issue with my experience. Namely, NO meaningful labor was involved with chopping trees, making firewood, or getting meaningful amounts of coal. The payoff for me was that there was a now notable investment of time and effort involved in reaching those goals.
Additionally, as with all my mods, it was designed with a multiplayer experience in mind. Specifically, one in which a player could feasibly become a lumberjack, firewood provider, and charcolier due to it being a trade that requires time and investment to achieve.
Edit: Also, that advancing the quality of your tools had no meaningful impact on any of this outside of breaking slower. The difference between flint and iron was meaningless enough that I stopped wasting my metal on axes.
Yeah no the early game acquisition of firewood is just way, way too slow with IDG
Pretty environments, neat concepts, but so painfully slow and laborious (with no payoff for that labor)
If OneStick is bust then I assume StickEmUp! is as well?
[Error] Patch 0 in indappledgroves:compatibility/wildcrafttrees/patches/recipes/roughhewngate.json failed because it is missing the target file property
It turns out that I hadn't tested the compatibility QUITE deep enough initially. The stump remains at all stages. However, if you cut a grown tree down, the stump *will* turn into a log of the same type for the time being. I'm investigating if I can interfere with that process, but it's not part of my mod.
Be aware that grown trees will NOT develop hollows.
Sadly, I can't stop Primitive Survival from doing anything, hence the direction I took. And I could've sworn I added Wildcraft Trees to the list. Will look into that. Hmmm... I'll have to look into what it would take to apply the chopping block modifier if the block below is a stump... Interesting idea.
Vinter_Nacht - I noticed you stated that the Tree Hollows stop spawning if Primitive Survival is installed, but I think that patch should probably be the other way around, as your tree hollows are configurable via config options, and also have variants for Wildcraft Trees, whereas Primitive Survival has neither of those. As I play with the three mods together, it's kind of lackluster not having the hollows spawn in those extra variants, especially when playing with the Biomes mod, where you have to travel quite far sometimes to even be in an area where the possibility of finding and looting a hollow is possible. I wanted to change these values, but can't manage to find the file that contains that patch. Edit: Actually, I'm just going to make a custom patch for PS hollows to add Wildcraft Trees compat for their wood types. Seems to be the more immersive option seeing as I can also make custom items display inside those hollows, and then patch each hollow's resistance going off of your files. Probably the best approach.
It would be amazing if we could put the chopping block on tree stumps. Currently we can't do that. And that made me so sad, since I LOVE the tree stumps and use them exclusively as my dedicated wood chopping 'station'. I do it manually and just don't bother making the chopping block.
BraniyaKz - I'll take a closer look and see what's happening there.
@Vinter_Nacht - I'm not sure if you're aware, but the debug logs throws errors concerning your wildcraft trees compatability patches. The one I noticed is regarding the rough hewn fence gate.
Jonathonsky - This mod automatically stops spawning hollows if Primitive Survival is installed.
Primitive Survival adds its own hollows. Not sure if this mod is already compatible with that mod or if they both spawn hollows of their own kind.
I believe I've identified and eliminated the issue with Wildcraft Farming. Be aware that home-grown redwood trees will still be without stumps; that's a slightly more complex issue to solve, but I'll get that working in time. Existing worlds will still suffer from any existing double-stump trees, but no new ones should appear. Let me know if any additional concerns appear.
Anyone who can provide me with the specific conditions under which two stumps occur would be helping this fix move forward. Thankfully, grown trees not having stumps should be simple to fix when Wild Farming is installed. The double trunk thing I haven't been able to duplicate.
Vinter_Nacht Awesome. Thanks for all of these cool mods that you've been working on they're all really great.
Kinamet - TI've found the general issue; just going to have to fiddle with the settings to get them looking right. Annoying, but it'll be fixed in the next release.
Kinamet - Adding that to the list of bugs to kill over the next few days.
HONKCLUWNE - "I encountered a bug where it seems as acacia trees have 2 stumps, one stacked on the other. It was like this for every tree as far as I could tell."
I believe this is due to a Wildfarming conflict. I haven't even taken a look at that but I suspect it may not be something resolvable.
Toudi - I thought this was already a thing. I'll have to look into it and get with Taska about it. (Ancient Tools Salve incompatibility). However, have you tried using SOAKED bark instead of regular bark?
Aspendosia - You go into vintagestorydata/modconfig and look for the IDG config files there. One should allow you to change the drop rate of firewood.
Hey just a heads up, with only In Dappled Groves enabled, placing axes next to blocks is a bit messed up. The stone axes can be placed anywhere and you're unable to place any other tool alongside of it. The grub and forest axes don't seem to be affected by this problem. Also when placing a copper axe down the haft aims toward the player, can be placed anywhere, and you can only place one of them as well.
Screwy - Except that it isn't my mod causing the problem. https://gyazo.com/9536f4085790944c36532677594e3b26
So, I want everyone to know that I'm going to actively working on my mods. Life has been kickin' me in the shins for a bit. While that hasn't explicitly gotten better, it has resulted in my deciding to focus on writing mods as I'd focus on going to a job every day until I manage to get more income rolling in. (Or, ya know, until I make enough modding to be comfortable. A man can dream.) You can find us on Patreon if you want to contribute to that. Regardless, thank you all for enjoying my modding work! I'll be going through this thread and finding the various errors that have been mentioned and seeing what I can do to address them.
Also, I finally got around to sussing out that issue with the sawbuck. The next release will "solve" the problem that was never a problem. The issue was that the recipe wanted debarked log slabs, not just log slabs, and it wasn't clear about that. I've made the recipe accept any log slab to remove confusion.
Screwy - Absolutely... How bizarre.
Vinter_Nacht Can we have that issue fixed in the next update? Please?
@IKira, you must be new to my mods. I am staunchly against automation; I don't even like the windmills and only build them for the things you cannot do without them. (I've never built a helve hammer, and wouldn't want to, for instance) While I would support another mod that added automation in a way compatible with my mods, it's unlikely you'll ever see me add it myself.
@bbushh Do you have any other mods installed? I'm aware this one needs some TLC.
The recipe for the sawbuck doesn't seem to work....great mod btw....the wife ain't so sure but I think I have her convinced it's cool....and oops...I figgered it out....sorry for the bother....
This mod is amazing but gets boring in the long term, a way to fix its add end-game automatization, soo the mod would be complete :3
gndrneutralnoun
Hey, idk about you, but i tried testing that and didn't get an issue, are u doing something specific?
gndrneutralnoun Are you using any other mods?
Using the dev.3 version on 1.18.15, I can't saw debarked logs. My character does the animation, but there's no sound and nothing happens. Also I was trying to figure out the issue and put a non-debarked log on top of a debarked log, tried to saw it, and the game crashed. I want to love this mod so much, but it's still suffering from a lot of issues...
I encountered a bug where it seems as acacia trees have 2 stumps, one stacked on the other. It was like this for every tree as far as I could tell
Hi, great mod,
can you fix compatibility with Ancient Tools Salve pots? they seems to require only ancient tools types of bark (pince, oak etc.)
if its not fixable can you at least make a way to convert between thoes types of bark from your mod and Ancient Tools?
Ketoth - how do I change the mod to change the drops for firewood? I do love this mod for what it adds, and I get the realism thing, but spending a game day to make not a lot of firewood once you hit the bronze and iron stages is sapping joy (pun intended). Thanks.
There is not... But I might consider creating a stumps and hollows mod. Much credit to SpearAndFang if I do though. He's the one who made the core code that I hijacked to make stumps, and the hollows are LITERALLY his. Though the code is now different on the backend.
And yes, they are compatible with Primitive Survival in that they turn off when Primitive Survival is installed and PS handles their generation.
Are there config options/a separate mod with similar functions that only has the visual improvements (stumps, debarked logs) and not the changes to crafting and de-abstractions that make it paradoxically less immersive (you're not chopping/hewing/splitting/sawing wood yourself, you're pressing buttons on your keyboard and mouse, and in-world crafting that takes significant time is actively reminding you of that by having you do nothing but hold a button down)?
Also, I assume the tree hollows are compatible with Primitive Survival, given they explicitly come from there, but a mention that they are and that your trees won't double-down on holes would be nice.
1st, sorry for my poor english level. Hoping it's enough to be understood.
2nd, i love your mod.
Now, my problem :
Playing in 1.18.13, and not able to craft the sawbuck.
When i put the materials in the crafting table (1 plank in each corner and a wood slab in the middle), nothing appear in the result case.
@Ketoth
I appreciate the feedback, but "in terms of time investment the current numbers made filling my charcoal pit into a 3 ingame days" is intended behavior. The one thing I've considered doing is increasing the durability of the tools since turning logs into firewood now takes two durability instead of one.
@T_R_O_L_E - If localization files are provided, I will include them in the releases.
Hello
And how to dismantle blocks of boards in this fashion?
And has anyone played with the Hammer's Ringing Fall mod, why can't I craft a metal knife?
Hi @Coris, thanks for the advice, also the Butchering mod by CaptainOats had conflicts.
It never ceases to amaze me how valuable a fantastic mod is, especially when I thought of chopping wood on a stick
As I study the mod, I will add reviews
Is there any localization of the mod planned?
Fantastic mod, Quick bit of feedback!
The firewood recipes desperately need tuning to preserve the general balance of the game (Although realistically each tree does drop the right volume of placeable firewood, I did test it against IRL numbers!) it feels like each log slab should drop something between 4 and 8 rather than 2 when being cut in a chopping block, in terms of time investment the current numbers made filling my charcoal pit into a 3 ingame day job when it before it was something that could be done in a day, and the charcoal drop is obviously still the same. That change would also reduce the need to clearcut half a forest every time you want to smith 2 or 3 pieces of gear, which is ridiculous in it's own right, then making firewood piles be 4 firewood per "visual firewood" and drop twice as much coal would also solve the problem with that change making firewood storage less efficient.
that prevents the balance of any other areas of the game being affected while solving the time investment issue I think!
I've made these changes in my local copy of the mod and they feel a whole lot better, hope they get adopted to the main branch so I can save myself some effort whenever I update my mods hahaha!
A second suggestion, this time visual, would be maybe have a check when placing the stumps that they have blocks on all 8 of their adjacent "ground blocks" and at least one "bare" log block above otherwise don't generate it? otherwise it generates derpy "too short for that much root" or "floating root system" trees too often I think
Hello, love the idea of the mod, wanna add it, but I am afraid of conflicts, I have the Butchering mod by Captainoats: https://mods.vintagestory.at/show/mod/7966, and I have the drop resins anyway mod by DanaCraluminum, as part of their Dana tweaks mod, https://mods.vintagestory.at/danatweaks, so will the trees still drop Reisn? and does the butchering mod keeps the vanilla rescipes for firwood present?
Hi Trole! I had a similar issue so I've been doing some experimenting. Firstly, knapped and copper axes aren't changed by this mod, only bronze and higher. I also had vanilla firewood recipe working, but it seems like this was a conflict with the Butchering mod by CaptainOats, which was also having recipe issues. Removing that mod stops vanilla firewood recipe from working for me, try removing that if you have it or your other mods one at a time to check for collisions.
Trole, the knapped and copper axes are unchanged from vanilla. I also see the vanilla firewood recipe working, but opening a new creative world with only this mod active has it properly disabled. I'm working on hunting down exactly what is re-adding the recipe
Hi, this is an extremely interesting and great mod, but I'm facing some difficulties.
Maybe it's due to some mods, but I can't craft new types of flint axes, there is also vanilla crafting for firewood and most likely a board (Maybe it should be turned off to motivate to do the chk intended by the mod).
I can also destroy the stump with an ordinary flint ax.
I haven't progressed further with your mod yet, so I can't add anything else yet.
I suspect that there may be a conflict with the Nat's Survival Expanded mod and its tool rebalancing system.
Thank you for your work and great ideas.
Galena - I'm looking into it. And yes, "stumps" without roots aren't stumps... They're just log blocks.
Pine stump in birch tree
We had broken chunks for some time and saw this after the server restart. It seems like a minor conflict between Wild Farming and In Dappled Groves. Please, solve it.
Does this mod work correcly with "Wild Farming Revival" from SpearAndFang?
Is that ok that stumps without roots are being destroy faster than stumps with roots? Like few times.
Vinter_Nacht - thanks for the advices, and, there's ebony wood? Sounds like a nice way to tile the floor if I ever find some.
Aspendosia - More likely it's that certain log types take MUCH longer. You'll be waiting a hot minute for Ebony with a copper saw, for instance. Every wood has a hardness, and that hardness influences the time it takes to saw it.
Got it. Seems not to work for all log types? Time to make more saw blades.
The log needs to be upright, so with the "open wood" face on the ground and facing upwards. The saws take a bit to cut the logs, so be patient. The copper saw can take up to 10 seconds per process, so don't give up. I just realized I should mention: "Right click and hold on the log." and "different wood types have different hardnesses... 10 seconds is for Birch, likely to be quite a bit longer for other woods, especially oak, acacia, ebony."
Better metals make the saw work faster, with Steel being almost instant.
Can anyone point me in the direction of a really simple guide on how to make boards. I've a saw, I've logs, but they won't interract to give me anything. I've an adze to strip bark, I even used Creative Mode to give me a wrench in case I was orienting things wrong but I can't seem to make it work. I'm a new player (returning after a year or more away) so I'm sure it's a simple step I'm missing, but I dream of cladding my home in planks. Cheers.
I tried to make a bark bundle but right clicking it with the fifth piece will only remove one of the pieces
nevermind, restarted the game and now it works flawlessly
Logs can't be sawed on the ground in the net4 version of dev4 for some reason. Can still be sawn on chopping blocks and sawbucks at least.
InDappledGrovesNet4-0.4.10-dev.4.zip
A Dev 4 release of the last update.
Note: Saw times have been changed in Dev4/Dev7 copper saws take a while to saw boards, be patient. Get better metal. Let me know if for some reason this only works on my machine.
Also - I think this was already a thing, but sawbucks are made with log slabs in the middle instead of boards to separate that recipe from the bookshelf.
Is this compatible with Wild Farming - Revival? I'm trying to figure out what's preventing me from splitting logs into slabs.
@Vinter_Nacht Somewhat disappointing, yes. I suppose that's the only kind of bark that's suitable, perhaps it's the most pliable or the most resistant to decay/insects, or maybe it's because tulip bark just comes off in big sheets and it makes it much easier to use it for roofing and siding.
Oh well, it'd be far from the most unrealistic thing in the game should it ever be added :)
Just gotta soak the bark to make it pliable and workable if that's why tulip bark is used, or maybe treat it with resin or something.
Moon_Dew I believe it removes the ability to make boards, so yes. I haven't been able to figure out what's breaking it.
@ColbyFrancis I legitimately did not know that was a thing. While poplar siding may be the traditional/real-life bark used for siding, I'd be inclined to make (almost?) any bark usable as siding, just to give players a variety of decorative options. I haven't been able to find any indication that other kinds of bark were used for siding, which is somewhat disappointing.
Vinter_Nacht Is it a game-breaking incompatibility?
It's compatible with Ancient Tools, last time Taska and I worked on it together. No idea if that's changed.
Medieval Fashion, on the other hand, has some weird incompatibility I haven't sussed out yet.
Compatible with Medieval Fashion yet? Also, is this compatible with Ancient Tools?
Bark cladding would be pretty cool, too. With this mod I have a habit of assembling my home out of stripped log slabs, and whilst the look they give is pretty neat, something's off about the bare wood just being there. Not sure how realistic that would be, as I think bark cladding is typically done with some form of poplar bark (I think tulip tree poplar?).
Linen can be placed on walls as a thin decoration (for whatever reason), something done like that but with bark would be neat.
1.18-0.4.10-dev.3
- Corrected stump spawning errors occuring with Old English Oaks.
- Corrected issue with recipes with returnblocks producing multiple output stacks.
TheNebulaRunner
Thank you for reminding me about the massive bark issue, that's a weird one. Need to figure out what's causing that. Will address.
ColbyFrancis
I've thought about bark roofing, mulch, sawdust/bark paths, and some other factors. Keep suggesting ideas!
Having the same issue as Nebularunner.
Unrelated, i'd love to see more uses for tree bark. I highly doubt that will be coming anytime soon, but i'd love to see stuff like bark roofing. It would go great with primitive log cabins :D
There appears to be an odd bug I've run into. Only mod enabled is indappledgroves, using a fresh creative world (issue is also present in survival) and on the 1.18.6 rc2 (Unstable) build. Setting a log on a chopping block and then using an adze to hew it results in the log being 'hewed' multiple times. This can result in the entire adze being used on the log, creating a massive amount of bark (assuming this is not intended). This does not happen if the log is placed onto the ground and then hewed, only producing the 4 bark that every log should give.
Curio_ - That's curious indeed! I'll take a look into it.
Running the Net7 Unstable build with the latest version after deleting the modconfig, I've found that large oak trees (the ones that are 2x2 in size) have Pine stumps rather than oak stumps.
I've disabled every other mod I had to see make sure, but even just with this mod running and nothing else it happens. No idea why this would happen :(
Jena_Thornwyrd - Do you have any other mods installed? Medieval Fashion seems to cause this issue.
<Edit> So I experimented with the current live version and couldn't reproduce your error. Can you provide a mod list?
"Without result, despite the animation playing." - This strongly suggests that it's Medieval Fashion or something producing a similar error.
Sorry, but, can you describe exactly how to get boards currently (ver 0.4.10.dev.2) ?
I tried maintaining right click with a saw for over 30s on:
Without result, despite the animation playing.
On Vintage Story x64 - 1.18.6 - .net7 - Linux
Yes, but not the one from the client area you access by logging into your account through vintagestory.at
The one you get at the following link: https://info.vintagestory.at/v118-net7
1.18.6 correct?
@Aspenizcool - Are you using the Net7 release of the game? As the DB entry says, this release and all those after are for the Net7 release.
You can find it here: https://info.vintagestory.at/v118-net7
deleted the folder and installed the mod, all blocks and items are missing from the mod.
THE LATEST UPDATE IS FOR NET7 ONLY
DingusBear - Thanks so much! I'm continuing to update it, I just haven't done a release in a while.
I just wanted to say that this mod is really amazing and I can tell you're putting a lot of love into it! Keep up the great work!
HostilHobbit - Yes, since there is (at present) no vanilla axes in the game when IDG is installed. I'll add it back in when I add back the vanilla copper axe in the next update.
Though it will only be used for making copper axes, and I'm unlikely to add mold support for the more advanced axes.
Was it intended to remove the axe mold?
@Ajistar -> Yes, I absolutely intend to make that possible, but it's going to be after I do some updates to make things run smoother. Got some issues to hammer out.
@gndrneutralnoun -> Good to know, I'll try to look into why this is.
@Mawg -> They were removed to slow the progress to bronze (I almost typed "adult" 😆) tools. Strongly considering reversing this design choice.
@Aspenizcool -> Four pieces of the same kind of bark in a ground storage, then click the ground storage with a fifth piece of the same type.
@RachelTGG -> Should be fully compatible.
Hey boss, great mod!, are you working to include teh tree trunks on planted trees? it kinda sucks to plant my own forest and not have the stumps.
Report: Having both Ancient Tools and Dappled Groves installed means I can't make any kind of bark flour besides spruce.
why no copper axes? is this a bug or why not have any?
how do you make bark bundles?
@RachelTGG - Ancient Tools should be full compatibility, same with Primitive Survival.
How is the compatibility of this with Primitive Survival/Ancient Tools?
Understandable, thank you for answering :)
@GON - There is no support for First Person animations, which significantly complicates the process. or it would already be done. I couldn't find any way to make those animations happen while building this mod. The second it can be done, it absolutely will.
Would it be possible to add an option to use the existing axe swings animations while chopping? The lack of visual feedback was very confusing for me at first - I was in a rainy area and didn't hear the chopping, so it just looked like things weren't working at first.
@Toudi
There is in 3rd person, there isn't in 1st person because first-person animations aren't really supported yet by VS. There are obviously a few that exist, but they're added in a way that makes them... laborious... to reproduce. When Tyron adds FP animation support, there will be. In 3rd person, you should be chopping.
any idea why there is no axe animation when chopping with right click?
@Credinus
Try deleting the config file folder (Modconfig/indappledgroves, and all its contents) and restarting your game. Alternately, change "Treefellingdivisor" to any non-zero positive value. 2 is the default.
bringitonwimps
I won't be integrating any kind of mechanically powered devices until the existing mechanical devices have a method available for making them break down, destroy equipment, and require maintenance. I'm not interested in reducing the time necessary to produce materials.While I could theoretically integrate this functionality into the saw itself (breaking down/etc), it's not high on my priority list.
The primary purpose of my mod design is to create industries for people in a multiplayer setting, and automating that process hurts that goal rather significantly. However, I'd certainly support the creation of a companion mod such as you suggest.
@Plumeria
Thank you for mentioning that; I did find a solution for it that will be coming out in the next update. The center board has been changed to a slab.
a random suggestion as im sitting hear swing my wonderful splitting maul. how about a mechanical powered saw, so we can make a saw mill. maybe a active block about 4 or five blocks long where you add wood to one end of the blocks on a "conveyer" of sorts and then it pulls the wood down to saw and spitts out boards?.. could maybe be used with a hopper to automate? maybe not in this mod either but maybe as a companion mod for this? just a thought, idk how to mod but i enjoy using them. :-)
Hello there, the sawbuck recipe that uses 5 of the same wood type of board makes a bookshelf instead. It does work though if you change the middle board with a different board though but I just thought I'd put this out there anyways.
Vinter_Nacht I don't blame 'ya. I don't think XSkills is the culprit since the issue persisted even after removing it, but we've had a couple other mods with unusual issues, so I think it's just a side effect of having a lot of mods thrown together that are still in the early stages of 1.18 releases. I've sidelined IDG temporarily but will continue to investigate and if I figure out what other mod(s) installed may be causing the issue, I'll let you and authors of those mods know. Great work on the mod, though, the immersion it adds from replacing boring old crafting grid recipes is really awesome!
@Credinus I can confirm it isn't a Wildcraft trees issue. I use it extensively with no issues at all. If it's an XSkills issue, it's going to be on someone else to solve it. I do not, and will not, supports mods that add skills, or otherwise explicitly/exclusively promote the use of classes. I will happily add any fixes to the mod that someone else wants to take the time to create, but I won't be doing it myself. It's not a valuable use of my development time as I have a strong belief neither of these (Skills or Classes) have any place in Vintage Story. We all gotta have our lines, that one is mine.
@Garbo
In Dappled Groves removes copper axes of all kinds from the game, the next tier of tool is Tin-Bronze after Obsidian. The other errors are ones that result from the removal of the tool, and they aren't really "errors", they're simply warnings alerting the server/client to the fact that these things are absent. Also, all "felling axes" (The vanilla axe) of any metal tier have been removed as well.
"'game:textures/block/snow/normal1.png' not found (defined in Baked variant of block indappledgroves:logslab-aged-barked-north-free)." <- I'll look into this to see if a solution is available.
Vinter_Nacht I tested and both Wildcraft Trees saplings and vanilla saplings are not growing stumps and we are still unable to break down trees from anything but stump blocks (tested with willow and pine seeds, both are single block standard trees). Since you have not seen this issue on your end, it seems like it's probably a compatibility issue with another mod, presumably Wildcraft Trees or XSkills. I tested after freshly removing the IDG folder from ModConfig and planting fresh seeds.
What's puzzling to me is that I would've assumed that a compaibility issue would've caused the opposite effect, ie being able to only cut trees down from non-stump blocks and stump blocks not being recognized, but in any case, that's where we are at. To make sure it wasn't just an animation issue, I spawned in a steel forest axe and hacked away at the trees for a good minute to make sure it wasn't a weird resistance setting and was not the case. I'll dig through my mods list and see if there's any other mods that MIGHT be affecting treecutting, but even Wildcraft shouldn't affect it, so XSkills is the only thing I can think of. If I can't find any other mods that might be interfering, I'll test with XSkills disabled and report back if removing XSkills fixed the issue.
UPDATE: Removing XSkills did not resolve the problem and I can't think of any other mods on there that would affect treecutting or tree growth, so I'm out of ideas as to what may be the culprit. I'll keep digging and trying things throughout the week to see if I can find something that might suggest the cause. We've been having unusual compatibility issues with some other mods as well that render those mods completely unusable, so I think it's likely just growing pains the new 1.18 versions of everything throwing up hard-to-diagnose conflicts right now. No doubt they'll work themselves out over time!
Vinter_Nacht this is a liittle late but the basket guide crash appears to have just been conflicting with something. it works fine alone.
However I found another issue. I cannot make any copper axes for some reason. they don't even show up in the creative menu. theres only bronze and up.
30.4.2023 14:11:43 [Error] Cannot resolve stack randomizer item with code axe-felling-copper, wrong code?
30.4.2023 14:11:43 [Error] Cannot resolve stack randomizer item with code axe-felling-copper, wrong code?
30.4.2023 14:11:45 [Notification] Received level finalize
30.4.2023 14:11:45 [Notification] Loaded Shaderprogramm for render pass clouds.
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-tinbronze in tradehandbookinfo Building materials trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-bismuthbronze in tradehandbookinfo Building materials trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-blackbronze in tradehandbookinfo Building materials trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-tinbronze in tradehandbookinfo Survival goods trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-bismuthbronze in tradehandbookinfo Survival goods trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-blackbronze in tradehandbookinfo Survival goods trader
30.4.2023 14:11:46 [Warning] ===============================================================
30.4.2023 14:11:46 [Warning] (x_x) Captured 18 issues during startup:
30.4.2023 14:11:46 [Warning] Texture asset 'game:textures/block/snow/normal1.png' not found (defined in Baked variant of block indappledgroves:logslab-aged-barked-north-free).
30.4.2023 14:11:46 [Error] Cannot resolve stack randomizer item with code axe-felling-copper, wrong code?
30.4.2023 14:11:46 [Error] Cannot resolve stack randomizer item with code axe-felling-copper, wrong code?
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-tinbronze in tradehandbookinfo Building materials trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-bismuthbronze in tradehandbookinfo Building materials trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-blackbronze in tradehandbookinfo Building materials trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-tinbronze in tradehandbookinfo Survival goods trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-bismuthbronze in tradehandbookinfo Survival goods trader
30.4.2023 14:11:46 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:axe-felling-blackbronze in tradehandbookinfo Survival goods trader
30.4.2023 14:11:46 [Warning] ===============================================================
Idk if this is helpful but lmk if you need something else.
ArchieBoop
Not really intended, but not what I consider a problem. Will have to make a note about it in the handbook.
Not sure if this is intended but bark does not soak in sea water.
Jenpai
None of my mods are, or likely ever will be, compatible with XSkills or anything that adds, modifies, or supports classes in VS. I am not against others doing the footwork to create that compatibility, but it's not something I'll ever support or spend development time in. I'm opposed to the integration of skills into VS, and similarly opposed to classes, even in their vanilla forms.
Devilofether
I generally provide the option to modify certain aspects of the mod, depending on how deeply they're integrated into the overall mod and how many things they touch. However, it's important to understand that I don't mod for a casual play experience, and thus any support for it will be extremely low on my priority list. Also, what do you mean by "tool speed." If you're referring to the vanilla mining speed of the tools, it's already integrated into the mod. As for the critical bug, what do you mean it only breaks the full log? Instead of what? If you mean it produces log slabs, then you have to chop the log slabs into firewood.
I have a critical bug, I cannot split logs with a flint axe at the very least. when I hover over, there is a rotate overlay with a wrench from the qptech chiseling mod, pressing "F" brings up the splitting option (the only option), but it only breaks the full log. this makes it nearly impossible to create firepits or charcoal piles early game, even if you find an alternative fuel source. also I want the option to opt-out of certain features like wood curing and warping; it doesn't fit in a more casual playthrough. can you also make tool speed affect the special actions of the axes
edit: I reloaded the game, that fixed it
Does anyoneknow if dappled groves is compatable with xskills? For example I have afforestation skill 2/2 on xskills which is 20% more saplings for breaking leaves. but I'm not sure if it's working.
@Credinus -> I have a suspicion. There are two types of trees that don't spawn with trunks. 1 - Those that have narrow logs, and 2. Four square trees (the bigguns) generally don't spawn with them either. I haven't encountered anything that should look like an issue in the first one. The second one, however, will often look like no progress is being made because they take a long time to break because of their sheer size. Due to some element I have yet to suss out, trees don't really show that they're actually being felled until a moment or two before they do. This can give the impression that the big trees aren't being cut down at all until suddenly they are.
In either case, I've been unable to replicate your issue on a remote server, or in a solo game. Further research is needed. Also, the leaf thing was, in fact, IDG. So your update would've fixed that.
Garbo - I'm not currently able to replicate that, can you provide me with a log?
Credinus - Have you deleted the config file from the server and the users? I don't think it's related, but it might help. I'll look into the references I already have.
Vinter_Nacht
I've got good news and bad news! The good news is after updating this and XSkills, we are no longer having the floating leaf issue. I -think- it may have been tied to not being able to cut from the roots previously, and now that we can do that it's working fine.
Now the bad news: It seems we can't cut trees down from blocks that -aren't- rooted stumps anymore, which is an issue because our trees planted from seeds are not generating with rooted stumps. Worldgen trees are still generating their rooted stumps just fine and are able to be cut down (although if you try to cut them down from a block above the roots, it will run into the same issue), but chopping at a block without roots gets it about 2 stages into breaking and then doesn't go beyond that. This is true at least of planted Wildcraft Trees species, we haven't planted any vanilla trees from seeds yet to verify on that front. I don't know if there's a command or creative mode tool to insta-grow saplings, if there is, I can test that, but for sure planted Wildcraft Trees saplings are not producing rooted stumps which prevents them from being able to be cut down.
@Garbo - Is this on the latest release? Do you know precisely where you're selecting bark baskets (Which entry) that's causing the crash? I'm asking because that was one of the issues that was addressed in the parade of updates this weekend past.
having an issue where selecting bark baskets in the hand book causes a crash. any advice is apreciated.
Vinter_Nacht - I deleted and regenerated the config and the issue was solved. Thank you.
WillyMcBride - Did you install after using a previous version? Did you delete the config file?
I'm also getting the issue where you cannot cut down trees with a flint axe despite how long you chop for. This is in the newest version :)
Is there a way or command to regenerate tree stumps for trees and chunks that are already generated? I tried to set the "RunTreeGenOnChunkReload" to true but that seemed to tank my server with "
There are no copper axes in IDG. I believe Copper Adzes are absent as well.
How long did you wait while trying to cut down the tree? It can take a bit, depending on the size and type of the tree.
Also, be aware you can change the config file if it is taking too long for your liking.
Just increase the "treefellingdivisor" setting in the config file. It's currently set to 2, the higher the number, the faster trees fall.
I cannot seem to cut down any tree with a stone axe. I'm using the latest rc.
Also copper forest axe seems to be missing
1.18-0.4.9-rc.8
- Corrected issue where axes would break any block they touch instantly.
This mod is officiall the reason I drink. >.<
Vinter_Nacht
Git-server-main.txt
@Credinus - You should also be aware you're going to want to update to RC (Sob) 8. This whole weekend has been a case of fix something, break something else. >.<
Awesome work, thanks for confirming about the leaves. I'll update the server to the latest version later this week and see if it happens to fix it, but it sounds like it's a conflict from another mod, so no sweat. I'll dig through all of our mods and see if any of them interact with tree felling other than XSkills, and if not, I'll post about it for Xandu to take a look at and see if it's a compatibility issue that can be fixed on his end. :p
Again, seriously sorry about all the releases this weekend. But thank you to everyone who made it all come together into what I hope is a fully working version, including with corrected tree felling times!
Now go break it again, I got a few hours before bed. XD
1.18-0.4.9-rc.7
- Corrected treefelling times
- Altered how treeResistance is determined
- Adding "treeFellingDivisor" configurable option to impact how final treeResistance is determined.
- Set to 2 by default, which halves the resistance of the tree. Higher numbers reduces the resistance, lower increases.
- Fix firewood block lang entry
Vinter_Nacht I'm not sure about the issue tbh. They told me that it happened with "normal" trees (which are the ones that don't look like they have stumps, because they were generated before we added the mod) and it still doesn't happen for me, but I had no chance yet to try anything else than stone or flint tools, which for me at least cut down a whole tree without leaving the bottom block intact
Ok, so I was able to break a tree, including a stump block with my flint axe in one go, should that be possible?
Credinus - No, the leaves should be falling with the latest (few) updates.
Keep me updated about that stump issue, they shouldn't be removed when you cut down the tree.
I got rid of the crash, but the tree-felling mechanic definitely needs some additional tweaking.
1.18-0.4.9-rc.6
- Hotpatch to fix crashing when axe breaks. Became apparent further tweaking of tree resistance is going to be necessary, trees fall too fast.
Could it be that vanilla axes somehow ignore the stump mechanic? some players on our server told me for them the stumps stayed but for me and a friend it doesn't seem to work and the whole tree gets cut down. The only difference I can really see is that we're still using stone and flint axes and they used bronze.
Btw just as a side note, I think you're doing great work and I hope you don't stress out too much about the issues. The mod is still really great as are your other mods, which we're also using happily on our Server :3
... There are some definite issues in the latest release, somehow updating the mod to run and take advantage of some recent API updates has removed some of its more important base functionality.
Namely, controlling the speed at which trees were cut down. There's also crashes that happen when a tool breaks.
I can release an update to address the crash, but the reduction in how long it takes to cut down trees isn't quite going to be in place. Will release the solution for at least the first by tonight.
Our server has been having an issue where felling trees with this mod's tools is preventing the leaves from breaking/clearing (which also means no seeds/sticks dropping without going up and hitting them). It's possible this is a conflict with XSkills, since I know it has some code that triggers on tree felling that affects leaf drops, but I'm not sure. Is this known/expected behavior?
@AngryOscar - Having lived in a mountainous area, I can tell you that's relatively close to what can happen in reality. Believe me, I know how weird it can look.
@IgnorGTO - What other mods do you have installed? I tested that a couple of ways, and I'm wondering if there's a conflicting patch.
24.4.2023 09:39:39 [Error] Patch 0 (target: game:blocktypes/wood/woodtyped/log.json) in indappledgroves:patches/wildcrafttrees/trees.json failed because supplied path /resistanceByType/ is invalid: The json path /resistanceByType/ was not found. No such element 'resistanceByType' at the root path
The root blocks looks slightly strange when not on flat ground. Cool mod though
Sorry about the multiple releases tonight... People quickly found problems that needed resolving. This latest one was a weird one. A patch somehow replaced (rather than added) the value (even though the OP said add, for those who know). Which resulted in the firewood losing a vital attribute. Gods willing, this is the last patch of the night. XD
1.18-0.4.9-rc.5
- Hotpatch to Fix Firewood Issue
@Meraki_Install
Well isn't that just a pain in the ass. No, you haven't done anything wrong. But now I have to figure out where that's happening. >.<
Trying to create a firepit, but the firewood won't attach to the dry grass on the ground. Did something change in that regard with this mod or am I doing something wrong?
1.18-0.4.9-rc.4
- Corrected missing ruined axes.
- Cleaned up a few console errors.
1.18-v0.4.9-rc.3
- Corrected logs from large trees (nw/ne/se/sw) not being able to be chopped in the world.
- Removed vanilla recipes for debarked logs and support beams
- Integrated debarked logs and support beam recipes as appropriate.
- Made updates to the handbook
- Continued working on Wildcraft Trees Integration, but some Lang file entries still aren't taking.
My apologies to the assembled, I'll be releasing another update today. Something went sideways with the above upload, and I'm not 100% what it is.
It was 5am... >.>
This mod looks so interesting but I can't bring myself to add it to my current or next session list. 🙁
New fixes out!
1.18-v0.4.9-rc.2
- Updated various blocks to use some clever options to reduce name bloat in the lang file.
- Corrected missing textures on Adze's and Bark Baskets
- Updated Handbook Entries for greater clarity
- Removed recipes for firewood and planks (again?)
- Removed Copper and Tin Bronze vanilla axes.
- Made firewood able to be used in Clay Ovens again.
@Burgersim - Hmm... Will look into the Douglas Fir Issue. (Edit: Is fixed for next release... Time to polish out some naming things as well)
Vinter_Nacht@ gotta say, really love the mod so far, btw I think I was wrong, only the naming is "weird" but I was able to make a chopping block from cedar wood at least, gotta try douglas fir again, maybe I just did it wrong
Edit: yeah I think it might be the specific quarter logs for bigger versions of trees, like douglas fir that don't work
@Rorax
Good advice. I will try to remember to make these changes in the next release. Got a few things to address.
@ Burgersim
You didn't sound snarky, and you're likely right about that. :) I'll look into it further.
Vinter_Nacht so I'm guessing not being able to split and hew a Wildcraft Trees Log into a chopping block is due to wriong naming? I can hew it and get bark tho, but I wasn't able to split it with an axe to get slabs.
Edit: I did not in any way mean to ound snarky, so if I did, I apologize, I was just speculating what might be the cause, specifically I tried it with douglas fir and it didn't work, if that helps
Currently Vinter_Nacht the problem seems to be that the handbook doesn't tell you WHAT can use hewing mode. It took some real scrabbling about before I realized that you added the "adze" tool, then made it, then discovered its hewing mode. Prior to that point I was assuming "hewing" was something I could only get from a greater level of axe.
This can be resolved by simply providing a better description in your tool modes guide about what tools have what modes. That the Adze entry also mentions that it has the hewing mode available. And that the page for the chopping block mentions that the adze has the hewing mode.
I'd also like to report that it seems that leaves from trees are not decaying when the tree is cut down. I do have wildcraft trees installed so perhaps its an interaction with that.
S0lanaceae32 - I'm going to have to resolve this issue since you aren't the only one who's mentioned it. A chopping block is made by splitting a log into wood slabs. You can do this by placing a log and holding shift+rmc while holding an axe until the log is split into two slabs. You can then take the slab, lay it FLAT on the ground, and shift+rmc it with a tool with the hewing mode, such as an adze. It will then convert into a chopping block.
Do know that the chopping block isn't necessary for most of the things it can be used for. It simply makes the process somewhat faster.
I have absolutely no idea how to make the chopping block, i look at the ingame handbook and everything but i see no way to actually craft the chopping block?
I noticed that I need to add some lang entries to support Wildcraft Trees compatibility. Will get out ASAP, hopefully before the weekend.
I'm already getting reports of issues. Be sure to post them here so I can address them quickly.
The new release is out, and yes, I'm aware that firewood doesn't look right on the chopping block and that, presumably, aged firewood doesn't work on it at all. I was more interested in getting a reasonably stable release out ASAP then fixing these minor cosmetic issues right away. I'll address those next. Keep me posted on weirdnesses!
@Neoforerunner - The release will happen with the first stable release. It has been my policy to both provide benefits to my patrons and ensure that the release is as stable as possible. Realistically, I can't control what you do with the mod once it's in your hands as a Patron. Just know that if you use it on your server, you'd have to distribute it individually to your server members, as it won't download from the DB.
Is there gonna be an update on this? What if I get the mod as a patreon? Will everyone on my server have to become patreon as well?
The most recent release of In Dappled Groves is up for Patrons on my Patreon, find the link above.
I am currently not modding until Feb 1st due to RL issues, I will address these concerns after that date.
Thanks Jerno. I was able to get this mod working after uninstalling CarryOn. Issues burning peat were due to a conflict with another mod it seems. Works fine after removing the mods with dependancy errors in the server log.
I am also having a compatability issue with CarryOn for whatever reason? With this mod installed I can no longer place bark baskets from ancient tools on my back or carry them around. I do not understand why this is and I would appreciate a look into the matter, as the baskets in ancient tools otherwise work completely fine with CarryOn. I assume that your mod replaces the ancient tools bark baskets with its own, and you have forgotten to implement the option of using carryon with them, while the original mod author of ancient tools did.
How do I create a chopping block? All I can do with the adze is strip bark. The descriptions in the guide menus are not very helpful.
@Vinter_Nacht (Sorry everyone else for taking up so much space, I don't actually know how to DM)
Acorns 0.5.1
A Culinary Artillery 1.0.11
Alloy Calculator 1.0.0
Animal Cages 2.0.6
AnMiTech 1.1.0
AnvilMetalRecovery+ 0.1.18-rc2
Campaign Cartographer 3.1.2
BetterRuins 0.0.6
Blacksmiths 0.3.0-pre1
CarryCapacity 0.6.5
Convert Fish 0.1.0 (my own mod, not on the mod portal, will not interact, just allows us to convert one kind of fish to another)
Expanded Foods 1.6.4
Expanded Matter 1.1.0
Farmland Drops Soil 1.4.0
Ferrospear 1.0.1
Feverstone Wilds Golem 1.4.0
Fix Bad Recipes 1.0.2
Fox Taming 1.2.0
Full Drop 1.0.0
Hide and Fabric 1.2.9
HQZ Lights 1.0.0
Increased Burn Time x2 1.0.0
Instant Firepits 4.0.0
Knapping Mastery 1.0.1
Lichen 1.6.1
Medieval Expansion 3.8.1
Meteoric Expansion 1.2.2
More Molds 1.2.0
More Piles 1.2.2
More Roads & Paths 1.5.1
MoreStickCrafts 1.17.9-1.0
More Torch Holders 1.0.0
Necessaries Mod 1.1.3 (plus fix rc1)
OneStick (Tree Felling Fix) 1.0.1
Pet AI 1.5.5
Place Every Item 1.3.0
Place Every Tool 1.0.1
Primitive Survival 3.1.1
Re-Smeltables Light 1.0.0
Recycle Sacks 0.0.1
Stackables 2.0.5
Stone Quarry 2.0.0-rc4
Stone Railings 1.0.4
Tiered Soil 1.0.0
Useful Drifter Loot 1.0.1
Useful Scraps 2.0.2
Useful Stuff 1.17 1.0.2
Vanilla Variants 2.0.1
Volumetric Shading 0.7.0
Weavers Weed 0.4.17
Wildcraft Trees 1.1.4
Wildcraft 1.5.1
Wolf Taming 1.5.4
Wood Barrels 1.0.3
Wood Chests 1.0.3
XLib 0.6.14
XSkills 0.6.14
ZoomButton 1.3.0
I also had a crash when trying to use atin bronze saw on a loaded sawbuck in multiplayer (Other player hosts). And when trying to use a saw on a log without the sawbuck.
@Intreeg - It shouldn't be terribly difficult to get firewood in early game anyway, and I didn't make any changes to peat, so that's curious.
@Aescule - What's your mod list? Feel free to DM me.
It turns out the issues we were having are probably due to mod conflicts. Something changes the flint axe and it doesn't have the menu. Haven't tried with copper. We may have to suffer without more in-depth woodcutting. Shame.
Beginner Tip (Not directly evident):
Procuring Firewood - As stated in the mod's summary, press F to select the tool mode (the only 1 available for stone ax) to create firewood. In addition to that you will need to hold down the right mouse click for a few seconds on a vertically oriented log. Note that the ax will not move but you should hear chopping and see your shadow chopping.
Is there any plan to make flint tools usable with this? Cause wow is it really annoying to have to just straight-up use logs until you get to BRONZE.
I've been unable to find any oak trees since I installed the mod and have been forced to spawn in oak for me to use for tannin.
I'm working on Wildcraft Trees at the moment, and should be able to have the compatibility in place within a day or two.
Alright, hopefully the next iteration of Wild Farming will be compatible, and also having compatibility between both and wildcraft trees would be perfection.
I'll hold off until it supports Wildcraft Trees, but I'm definitely curious to try it out! Anything to give more details to the lumberjack process, versus just handling them the old "hold down the mouse on the tree and use x tool on the logs in the crafting table the for desired result."
@YourCreator - I need to release an update to address that. Somehow I broke stump spawning with the last update, as well as the saws. I'll get a quick patch for the saws (and maybe stumps) out tonight.
i have copper saw and no planks appears when i rclck on log (character plays animation and no sound).
how much time it takes??
Vinter_Nacht
I will be look forward when you add foliage regeneration, it's make game more beautiful
FireFrost - You'll have to provide specific examples. Taska took pains to make sure our mods were compatible, so you may want to report that on her site.
@Singlas - You aren't wrong, will add it to the list of future additions. (If I can figure out how to make it elegant)
Yanazake - Not that I'm immediately aware of.
I know wild farming is nearly dead at this point, but I guess your mod isn't compatible with it thanks to the tree stumps/hollows being forced on the trees.
Any other incompatibilities you can think of?
Also a good idea to add regeneration the tree foliage
anyway to make this compatable with ancient tools? both are using bark and yours overrides ids ect i think , not sure just get missing tectures on the ancient tools bark used for healing salves ect . thanks
Sorry about the quick upload of another version. It turns out I broke stump spawning in the last one, had to get that update out quick.
Alright. Corrected the issue with the axe not working; my apologies about that. I never quite got around to testing the basic function of the axe prior to releasing it, and I had an oversight that led to a death loop. This is what was causing your crashes. It should be fixed now. Also, firewood now only gives 2 sticks instead of 4. Was a bit OP, that.
@Rocksawe - If you have the saw, you should just have to right-click-hold the saw on a log in the same fashion you right-click-hold the axe on a block to make slabs. Will check to make sure it's working in my version, but it was before I packaged it.
-> I checked it and it's working. Discovered your potential problem though, make sure the log is ud facing (rings up, not bark up), and see if that fixes it. All the log recipes are currently keyed to only accept logs in that configuration. Will consider changing.
Filvandrel - It's on the list, gotta thing about how to do it. The problem is logs are a 1mx1m square, and I'd prefer not to have 'magical shrinking blocks'. Though I suppose that's inevitable with the chests.
Sweet mod! :D I always wanted an immersive way of processing wood in VS, and I'm also a big fan of From Golden Combs. ^^
Btw. it would be nice if you added an immersive way of storing wood logs, like a pallet or something, so they could be stacked like firewood logs. It would be a nice addition in my opinion.
Sawing doesnt seem to be functining, maybe I'm doing something wrong, run me through it?
@Pamela - Wildcraft trees? Without question.
@RockSowe - The same way you chop wood. You use a saw on a placed log, or on a log placed in a sawbuck.
Are you going to incorporate Wildcraft trees??
How do you make boards?
Just a heads up, the wonky spawning habits of the tree stumps has been noted. I should have that fixed in the next release. The stump spawning results from my tinkering with it and trying to improve its behavior.
Alright, ladies, gentlemen, and players of all other genders. I checked the change log only to realize I've been working on this since 1.15, and it hasn't had a release until now. I expect tomorrow to show multiple reports of a million little bugs that still need fixing. The documentation in the handbook isn't entirely complete, but I couldn't keep you waiting any longer. I'll release updates with the completed handbook entries as soon as possible. While it doesn't contain everything I want it to, it certainly contains enough at this point to represent a full-play experience as a mod.
Some things to know going in... Expect trees to take significantly longer to chop down with your early-game tools, and be patient with chopping your wood down to slabs and into firewood. It will take time until you get tools worthy of the name. Early in the game, flint will have notably better than every stone but obsidian, and obsidian will provide the best results until you can hedge your way into copper. Once you have a copper axe, that'll be the last generic axe you make. Have fun discovering the rest from there on out. If you don't have the patience for the default settings, go into the config and adjust the following:
"baseWorkstationMiningSpdMult": 1.25, -> Increasing this increases the effectiveness of tools on a workstation.
"baseWorkstationResistanceMult": 1.0, -> Increasing this makes blocks take longer to break on a workstation, reducing it makes blocks break faster on a workstation.
"baseGroundRecipeMiningSpdMult": 1.0, -> As above but for in-world recipes
"baseGroundRecipeResistaceMult": 1.0, -> As above but for in-world recipes
Good luck and good timbering!
I had a busy week last week that distracted me from the final polish. Trying to work on it this morning. It's mostly all documentation, but I think even that's to the point where it's tolerable for release.
what's the news on this being released?
Those tracking the progression of this mod may be interested to know that a release candidate has been published to my Patreon subscribers. If all goes well, this will be released to the public on the 28th.
Did some tinkering with the tools today to establish their time for use based off the Kapok log.
The type of log is relevant since all logs have a difference resistance based off their Janka hardness score.
Kapok is roughly vanilla in resistance.
Ebony is a BEAST.
Splitting a Kapok log into log slabs with each tool:
On the ground.
Any non-flint/obsidian stone axe: 6.1s
flint axe: 5.3s
obsidian axe: 4.7s
copper axe: 3.5s
grubaxe-tinbronze: 2.3
forestaxe-tinbronze: 1.7
maul-tinbronze: 1s
grubaxe - steel: 1.4s
forestaxe - steel: 1s
maul - steel: .7s
On the chopping block
game:axe-(Any non-obsidian/flint): 4.3s
game:axe-flint: 3.7s
game:axe-obsidian: 3.31s
game:axe-copper: 2.409s
grubaxe-tinbronze: 1.61s
forestaxe-tinbronze: 1.171s
maul-tinbronze: 0.681s
grubaxe-steel: 0.969s
forestaxe-steel: 0.745s
maul-steel: 0.411s
@Whitaker - I've set the ModSystem that produces TreeHollows not to load if Primitive Survival is installed. I feel like it's a hack fix, but it seems to do the job. Taska is handling compatibility with bark baskets, adze, and bark.
so excited for this. might not play until it's released other than to test mods, lol
i'm somewhat new to modding, so i do have one question
how will compatibility work, with primitive survival also adding hollows?