minecraft-server/Server/config/TreeCapitator.cfg

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2020-03-30 18:33:48 +02:00
# Configuration file
####################
# 1_third_party_configs
#===================
# Third-Party config entries tell TreeCapitator how to find the block IDs from
# other mods' config files. These values are case-sensitive!
#
# Format:
# <section_name> {
# S:modID=<modID from mcmod.info>
# S:configPath=<path to config file relative to .minecraft/config/>
# S:blockValues=<block config section>:<config property name>; <mod config section>:<config property name>
# S:itemValues=<item config section>:<property name>; <item config section>:<property name>
# B:useShiftedItemID=<whether or not to use the +256 shifted item ID> (true/false)
# }
#
# Example:
# extrabiomesxl {
# S:modID=ExtrabiomesXL
# S:configPath=extrabiomes/extrabiomes.cfg
# S:blockValues=block:customlog.id; block:quarterlog0.id; block:quarterlog1.id; block:quarterlog2.id; block:quarterlog3.id; block:autumnleaves.id; block:greenleaves.id
# S:itemValues=items.world:axeRuby.id; items.world:axeGreenSapphire.id; items.world:axeSapphire.id
# B:useShiftedItemID=true
# }
#
# Once your third-party config entries are setup, you can use replacement
# tags in your tree, axe, and shears ID configs. Replacement tags are structured like this:
# <ModName.ConfigPropName>
####################
1_third_party_configs {
####################
# biomesoplenty
####################
biomesoplenty {
S:blockValues=block:Acacia Leaves ID; block:Acacia Log ID; block:Apple Leaves ID; block:Fruitless Apple Leaves ID; block:Bamboo ID; block:Bamboo Leaves ID; block:Cherry Log ID; block:Dark Leaves ID; block:Dark Log ID; block:Dying Leaves ID; block:Dead Log ID; block:Fir Leaves ID; block:Fir Log ID; block:Magic Log ID; block:Magic Leaves ID; block:Mangrove Leaves ID; block:Mangrove Log ID; block:Maple Leaves ID; block:Orange Autumn Leaves ID; block:Origin Leaves ID; block:Palm Leaves ID; block:Palm Log ID; block:Pink Cherry Leaves ID; block:Redwood Leaves ID; block:Redwood Log ID; block:White Cherry Leaves ID; block:Willow Leaves ID; block:Willow Log ID; block:Yellow Autumn Leaves ID
S:configPath=BiomesOPlenty.cfg
S:itemValues=item:Muddy Axe ID
S:modID=BiomesOPlenty
S:useShiftedItemID=true
}
####################
# thaumcraft
####################
thaumcraft {
S:blockValues=block:BlockMagicalLog; block:BlockMagicalLeaves
S:configPath=Thaumcraft.cfg
S:itemValues=item:Thaumaxe
S:modID=Thaumcraft
S:useShiftedItemID=true
}
####################
# mfreloaded
####################
mfreloaded {
S:blockValues=block:ID.RubberWood; block:ID.RubberLeaves; block:ID.RubberSapling
S:configPath=MFReloaded.cfg
S:modID=MFReloaded
}
####################
# divinerpg
####################
divinerpg {
S:blockValues=block:eucalyptus
S:configPath=DivineRPG.cfg
S:itemValues=item:Bedrock Axe; item:Crystal Axe; item:Realmite Axe; item:azuriteaxe; item:corruptedaxe; item:denseaxe; item:divineaxe; item:donatoraxe; item:energyaxe; item:mythrilaxe; item:plasmaaxe; item:serenityaxe; item:twilightaxe
S:modID=DivineRPG
S:useShiftedItemID=true
}
####################
# twilightforest
####################
twilightforest {
S:blockValues=block:Log; block:MagicLog; block:MagicLogSpecial; block:Leaves; block:MagicLeaves; block:Hedge
S:configPath=TwilightForest.cfg
S:itemValues=item:IronwoodAxe; item:SteeleafAxe; item:MinotaurAxe
S:modID=TwilightForest
S:useShiftedItemID=true
}
####################
# inficraft
####################
inficraft {
S:blockValues=block:Bloodwood Block; block:Flora Leaves; block:Redwood Block; block:Sakura Leaves; block:Wood Block
S:configPath=InfiCraft/FloraSoma.txt
S:modID=Flora Trees
}
####################
# zapapples
####################
zapapples {
S:blockValues=block:zapAppleLogID; block:zapAppleLeavesID; block:zapAppleFlowersID
S:configPath=ZapApples.cfg
S:modID=ZapApples
}
####################
# ic2
####################
ic2 {
S:blockValues=block:blockRubWood; block:blockRubLeaves
S:configPath=IC2.cfg
S:itemValues=item:itemToolBronzeAxe; item:itemToolChainsaw
S:modID=IC2
S:useShiftedItemID=true
}
####################
# extrabiomesxl
####################
extrabiomesxl {
S:blockValues=block:customlog.id; block:quarterlog0.id; block:quarterlog1.id; block:quarterlog2.id; block:quarterlog3.id; block:autumnleaves.id; block:greenleaves.id
S:configPath=extrabiomes/extrabiomes.cfg
S:modID=ExtrabiomesXL
}
####################
# forestry
####################
forestry {
S:blockValues=block:log1; block:log2; block:log3; block:log4; block:leaves
S:configPath=forestry/base.conf
S:modID=Forestry
}
####################
# redpower
####################
redpower {
S:blockValues=blocks.world:log.id; blocks.world:leaves.id
S:configPath=redpower/redpower.cfg
S:itemValues=items.world:axeRuby.id; items.world:axeGreenSapphire.id; items.world:axeSapphire.id
S:modID=RedPowerWorld
S:useShiftedItemID=true
}
}
####################
# 2_tree_definitions
#===================
# Add the log and leaf block IDs for all trees you want to be able to chop down.
# Each section below represents a type of tree. Each list may contain block IDs
# and/or third-party config replacement tags. You can change it to be more or
# less granular as long as all sections follow the basic structure. Do not use
# spaces or periods in your section names. Otherwise you can call them anything
# you like.
#
# EACH LOG ID MAY ONLY APPEAR IN EXACTLY ONE SECTION.
#
# NOTE: Some mod trees use vanilla log blocks as well as custom blocks. If a tree
# contains more than 1 type of log, all logs must be included in the same section.
# Examples of this are the default entries for vanilla_ebxl_oaks and vanilla_ebxl_spruces.
#
# Simple Example (all logs and leaves are grouped in one section, no metadata is specified):
# trees {
# S:leaves=18; <Forestry.leaves>; <ExtrabiomesXL.autumnleaves.id>; <ExtrabiomesXL.greenleaves.id>
# S:logs=17; <Forestry.log1>; <Forestry.log2>; <Forestry.log3>; <Forestry.log4>; <ExtrabiomesXL.customlog.id>; <ExtrabiomesXL.quarterlog0.id>; <ExtrabiomesXL.quarterlog1.id>; <ExtrabiomesXL.quarterlog2.id>;<ExtrabiomesXL.quarterlog3.id>
# }
#
# Advanced Example (each mod tree has its own section, metadata is included):
# vanilla_ebxl_oaks {
# S:leaves=18,0
# S:logs=17,0; 17,4; 17,8; <ExtrabiomesXL.quarterlog0.id>,2; <ExtrabiomesXL.quarterlog1.id>,2; <ExtrabiomesXL.quarterlog2.id>,2;<ExtrabiomesXL.quarterlog3.id>,2;
# }
#
# birches {
# S:leaves=18,2
# S:logs=17,2; 17,6; 17,10
# }
#
# vanilla_ebxl_spruces {
# S:leaves=18,1; <ExtrabiomesXL.autumnleaves.id>
# S:logs=17,1; 17,5; 17,9
# }
#
# jungle_trees {
# S:leaves=18,3
# S:logs=17,3; 17,7; 17,11
# }
#
# ic2_rubber {
# S:leaves=<IC2.blockRubLeaves>
# S:logs=<IC2.blockRubWood>
# }
#
# ebxl_acacia {
# S:leaves=<ExtrabiomesXL.greenleaves.id>,2
# S:logs=<ExtrabiomesXL.customlog.id>,1
# }
#
# ebxl_firs {
# S:leaves=<ExtrabiomesXL.greenleaves.id>,0
# S:logs=<ExtrabiomesXL.customlog.id>,0; <ExtrabiomesXL.quarterlog0.id>,1; <ExtrabiomesXL.quarterlog1.id>,1; <ExtrabiomesXL.quarterlog2.id>,1; <ExtrabiomesXL.quarterlog3.id>,1
# }
#
# ebxl_redwoods {
# S:leaves=<ExtrabiomesXL.greenleaves.id>,1
# S:logs=<ExtrabiomesXL.quarterlog0.id>,0; <ExtrabiomesXL.quarterlog1.id>,0; <ExtrabiomesXL.quarterlog2.id>,0; <ExtrabiomesXL.quarterlog3.id>,0
# }
####################
2_tree_definitions {
####################
# inficraft_sakura
####################
inficraft_sakura {
S:leaves=<Flora Trees.Sakura Leaves>,0
S:logs=<Flora Trees.Wood Block>, 1; <Flora Trees.Wood Block>, 5; <Flora Trees.Wood Block>, 9
}
####################
# forestry_wenge
####################
forestry_wenge {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log2>,1; <Forestry.log2>,5; <Forestry.log2>,9
}
####################
# biomesoplenty_bamboo
####################
biomesoplenty_bamboo {
S:leaves=<BiomesOPlenty.Bamboo Leaves ID>
S:logs=<BiomesOPlenty.Bamboo ID>
}
####################
# biomesoplenty_cherry
####################
biomesoplenty_cherry {
S:leaves=<BiomesOPlenty.Pink Cherry Leaves ID>; <BiomesOPlenty.White Cherry Leaves ID>
S:logs=<BiomesOPlenty.Cherry Log ID>
}
####################
# forestry_kapok
####################
forestry_kapok {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log3>,0; <Forestry.log3>,4; <Forestry.log3>,8
}
####################
# thaum_silverwood
####################
thaum_silverwood {
S:leaves=<Thaumcraft.BlockMagicalLeaves>,1
S:logs=<Thaumcraft.BlockMagicalLog>,1; <Thaumcraft.BlockMagicalLog>,5; <Thaumcraft.BlockMagicalLog>,9
}
####################
# biomesoplenty_willow
####################
biomesoplenty_willow {
S:leaves=<BiomesOPlenty.Willow Leaves ID>
S:logs=<BiomesOPlenty.Willow Log ID>
}
####################
# biomesoplenty_magic
####################
biomesoplenty_magic {
S:leaves=<BiomesOPlenty.Magic Leaves ID>
S:logs=<BiomesOPlenty.Magic Log ID>
}
####################
# biomesoplenty_palm
####################
biomesoplenty_palm {
S:leaves=<BiomesOPlenty.Palm Leaves ID>
S:logs=<BiomesOPlenty.Palm Log ID>
}
####################
# forestry_teak
####################
forestry_teak {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log1>,1; <Forestry.log1>,5; <Forestry.log1>,9
}
####################
# forestry_larch
####################
forestry_larch {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log1>,0; <Forestry.log1>,4; <Forestry.log1>,8
}
####################
# forestry_mahogany
####################
forestry_mahogany {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log3>,2; <Forestry.log3>,6; <Forestry.log3>,10
}
####################
# ebxl_acacia
####################
ebxl_acacia {
S:leaves=<ExtrabiomesXL.greenleaves.id>,2
S:logs=<ExtrabiomesXL.customlog.id>,1
}
####################
# ic2_rubber
####################
ic2_rubber {
S:leaves=<IC2.blockRubLeaves>
S:logs=<IC2.blockRubWood>
}
####################
# mfr_rubber
####################
mfr_rubber {
S:leaves=<MFReloaded.ID.RubberLeaves>
S:logs=<MFReloaded.ID.RubberWood>
}
####################
# forestry_cherry
####################
forestry_cherry {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log4>,3; <Forestry.log4>,7; <Forestry.log4>,11
}
####################
# forestry_ebony
####################
forestry_ebony {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log3>,1; <Forestry.log3>,5; <Forestry.log3>,9
}
####################
# biomesoplenty_redwood
####################
biomesoplenty_redwood {
S:leaves=<BiomesOPlenty.Redwood Leaves ID>
S:logs=<BiomesOPlenty.Redwood Log ID>
}
####################
# forestry_acacia
####################
forestry_acacia {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log1>,2; <Forestry.log1>,6; <Forestry.log1>,10
}
####################
# twilight_mangrove
####################
twilight_mangrove {
S:leaves=<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9
S:logs=<TwilightForest.Log>,2; <TwilightForest.Log>,6; <TwilightForest.Log>,10; <TwilightForest.Log>,14
}
####################
# zapapple
####################
zapapple {
S:leaves=<ZapApples.zapAppleLeavesID>; <ZapApples.zapAppleFlowersID>
S:logs=<ZapApples.zapAppleLogID>
}
####################
# huge_red_mushrooms
####################
huge_red_mushrooms {
S:leaves=100,1; 100,2; 100,3; 100,4; 100,5; 100,6; 100,7; 100,8; 100,9; 100,14
S:logs=100,10; 100,15
}
####################
# forestry_balsa
####################
forestry_balsa {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log3>,3; <Forestry.log3>,7; <Forestry.log3>,11
}
####################
# huge_brown_mushrooms
####################
huge_brown_mushrooms {
S:leaves=99,1; 99,2; 99,3; 99,4; 99,5; 99,6; 99,7; 99,8; 99,9; 99,14
S:logs=99,10; 99,15
}
####################
# twilight_time
####################
twilight_time {
S:leaves=<TwilightForest.MagicLeaves>,0; <TwilightForest.MagicLeaves>,8
S:logs=<TwilightForest.MagicLog>,0; <TwilightForest.Log>,4; <TwilightForest.Log>,8; <TwilightForest.MagicLog>,12
}
####################
# biomesoplenty_dead
####################
biomesoplenty_dead {
S:logs=<BiomesOPlenty.Dead Log ID>
}
####################
# vanilla_ebxl_spruces
####################
vanilla_ebxl_spruces {
S:leaves=18,1; <ExtrabiomesXL.autumnleaves.id>
S:logs=17,1; 17,5; 17,9; 17,13
}
####################
# biomesoplenty_acacia
####################
biomesoplenty_acacia {
S:leaves=<BiomesOPlenty.Acacia Leaves ID>
S:logs=<BiomesOPlenty.Acacia Log ID>
}
####################
# divinerpg_eucalyptus
####################
divinerpg_eucalyptus {
S:leaves=18
S:logs=<DivineRPG.eucalyptus>
}
####################
# twilight_canopy
####################
twilight_canopy {
S:leaves=<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9
S:logs=<TwilightForest.Log>,1; <TwilightForest.Log>,5; <TwilightForest.Log>,9; <TwilightForest.Log>,13
}
####################
# forestry_boojum
####################
forestry_boojum {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log4>,2; <Forestry.log4>,6; <Forestry.log4>,10
}
####################
# vanilla_bop_birches
####################
vanilla_bop_birches {
S:leaves=18,2; <BiomesOPlenty.Yellow Autumn Leaves ID>
S:logs=17,2; 17,6; 17,10; 17,14
}
####################
# ebxl_redwoods
####################
ebxl_redwoods {
S:leaves=<ExtrabiomesXL.greenleaves.id>,1
S:logs=<ExtrabiomesXL.quarterlog0.id>,0; <ExtrabiomesXL.quarterlog1.id>,0; <ExtrabiomesXL.quarterlog2.id>,0; <ExtrabiomesXL.quarterlog3.id>,0
}
####################
# forestry_sequoia
####################
forestry_sequoia {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log2>,3; <Forestry.log2>,7; <Forestry.log2>,11
}
####################
# twilight_oaks
####################
twilight_oaks {
S:leaves=<TwilightForest.Leaves>,0; <TwilightForest.Leaves>,3; <TwilightForest.Leaves>,8; <TwilightForest.Leaves>,11
S:logs=<TwilightForest.Log>,0; <TwilightForest.Log>,4; <TwilightForest.Log>,8; <TwilightForest.Log>,12
}
####################
# vanilla_ebxl_bop_oaks
####################
vanilla_ebxl_bop_oaks {
S:leaves=18,0; <ExtrabiomesXL.autumnleaves.id>; <BiomesOPlenty.Dying Leaves ID>; <BiomesOPlenty.Origin Leaves ID>; <BiomesOPlenty.Apple Leaves ID>; <BiomesOPlenty.Fruitless Apple Leaves ID>; <BiomesOPlenty.Orange Autumn Leaves ID>; <BiomesOPlenty.Maple Leaves ID>
S:logs=17,0; 17,4; 17,8; 17,12; <ExtrabiomesXL.quarterlog0.id>,2; <ExtrabiomesXL.quarterlog1.id>,2; <ExtrabiomesXL.quarterlog2.id>,2; <ExtrabiomesXL.quarterlog3.id>,2;
}
####################
# jungle_trees
####################
jungle_trees {
S:leaves=18,3
S:logs=17,3; 17,7; 17,11; 17,15
}
####################
# inficraft_hopseed
####################
inficraft_hopseed {
S:leaves=<Flora Trees.Flora Leaves>,2
S:logs=<Flora Trees.Wood Block>,3; <Flora Trees.Wood Block>, 7; <Flora Trees.Wood Block>, 11
}
####################
# biomesoplenty_mangrove
####################
biomesoplenty_mangrove {
S:leaves=<BiomesOPlenty.Mangrove Leaves ID>
S:logs=<BiomesOPlenty.Mangrove Log ID>
}
####################
# ebxl_firs
####################
ebxl_firs {
S:leaves=<ExtrabiomesXL.greenleaves.id>,0
S:logs=<ExtrabiomesXL.customlog.id>,0; <ExtrabiomesXL.quarterlog0.id>,1; <ExtrabiomesXL.quarterlog1.id>,1; <ExtrabiomesXL.quarterlog2.id>,1; <ExtrabiomesXL.quarterlog3.id>,1
}
####################
# forestry_lime
####################
forestry_lime {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log1>,3; <Forestry.log1>,7; <Forestry.log1>,11
}
####################
# forestry_chestnut
####################
forestry_chestnut {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log2>,0; <Forestry.log2>,4; <Forestry.log2>,8
}
####################
# inficraft_redwood
####################
inficraft_redwood {
S:leaves=<Flora Trees.Flora Leaves>,0
S:logs=<Flora Trees.Redwood Block>
}
####################
# forestry_baobab
####################
forestry_baobab {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log2>,2; <Forestry.log2>,6; <Forestry.log2>,10
}
####################
# forestry_walnut
####################
forestry_walnut {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log4>,1; <Forestry.log4>,5; <Forestry.log4>,9
}
####################
# biomesoplenty_darkwood
####################
biomesoplenty_darkwood {
S:leaves=<BiomesOPlenty.Dark Leaves ID>; <BiomesOPlenty.White Cherry Leaves ID>
S:logs=<BiomesOPlenty.Dark Log ID>
}
####################
# biomesoplenty_fir
####################
biomesoplenty_fir {
S:leaves=<BiomesOPlenty.Fir Leaves ID>
S:logs=<BiomesOPlenty.Fir Log ID>
}
####################
# thaum_greatwood
####################
thaum_greatwood {
S:leaves=<Thaumcraft.BlockMagicalLeaves>,0; <Thaumcraft.BlockMagicalLeaves>,8
S:logs=<Thaumcraft.BlockMagicalLog>,0; <Thaumcraft.BlockMagicalLog>,4; <Thaumcraft.BlockMagicalLog>,8
}
####################
# inficraft_bloodwood
####################
inficraft_bloodwood {
S:leaves=<Flora Trees.Sakura Leaves>,2
S:logs=<Flora Trees.Bloodwood Block>
}
####################
# forestry_willow
####################
forestry_willow {
S:leaves=<Forestry.leaves>,0; <Forestry.leaves>,8
S:logs=<Forestry.log4>,0; <Forestry.log4>,4; <Forestry.log4>,8
}
####################
# twilight_darkwood
####################
twilight_darkwood {
S:leaves=<TwilightForest.Hedge>,1
S:logs=<TwilightForest.Log>,3; <TwilightForest.Log>,7; <TwilightForest.Log>,11; <TwilightForest.Log>,15
}
####################
# rp2_rubber
####################
rp2_rubber {
S:leaves=<RedPowerWorld.leaves.id>
S:logs=<RedPowerWorld.log.id>
}
####################
# inficraft_ghostwood
####################
inficraft_ghostwood {
S:leaves=<Flora Trees.Sakura Leaves>,1
S:logs=<Flora Trees.Wood Block>,2; <Flora Trees.Wood Block>, 6; <Flora Trees.Wood Block>, 10
}
####################
# inficraft_eucalyptus
####################
inficraft_eucalyptus {
S:leaves=<Flora Trees.Flora Leaves>,1
S:logs=<Flora Trees.Wood Block>,0; <Flora Trees.Wood Block>,4; <Flora Trees.Wood Block>,8
}
}
####################
# block_settings
####################
block_settings {
# Incomplete - do not use [default: false]
B:allowGetRemoteTreeConfig=false
# Automatically generated:
S:localTreeConfig=<Forestry.log4>,3; <Forestry.log4>,7; <Forestry.log4>,11|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <BiomesOPlenty.Dead Log ID> ! <Forestry.log1>,2; <Forestry.log1>,6; <Forestry.log1>,10|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Forestry.log1>,1; <Forestry.log1>,5; <Forestry.log1>,9|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Forestry.log2>,2; <Forestry.log2>,6; <Forestry.log2>,10|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Forestry.log2>,0; <Forestry.log2>,4; <Forestry.log2>,8|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Forestry.log1>,0; <Forestry.log1>,4; <Forestry.log1>,8|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Flora Trees.Wood Block>, 1; <Flora Trees.Wood Block>, 5; <Flora Trees.Wood Block>, 9|<Flora Trees.Sakura Leaves>,0 ! <Forestry.log1>,3; <Forestry.log1>,7; <Forestry.log1>,11|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Forestry.log2>,3; <Forestry.log2>,7; <Forestry.log2>,11|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <DivineRPG.eucalyptus>|18 ! <Flora Trees.Wood Block>,2; <Flora Trees.Wood Block>, 6; <Flora Trees.Wood Block>, 10|<Flora Trees.Sakura Leaves>,1 ! <BiomesOPlenty.Acacia Log ID>|<BiomesOPlenty.Acacia Leaves ID> ! <BiomesOPlenty.Redwood Log ID>|<BiomesOPlenty.Redwood Leaves ID> ! <ZapApples.zapAppleLogID>|<ZapApples.zapAppleLeavesID>; <ZapApples.zapAppleFlowersID> ! <Flora Trees.Wood Block>,3; <Flora Trees.Wood Block>, 7; <Flora Trees.Wood Block>, 11|<Flora Trees.Flora Leaves>,2 ! <BiomesOPlenty.Mangrove Log ID>|<BiomesOPlenty.Mangrove Leaves ID> ! <Forestry.log3>,2; <Forestry.log3>,6; <Forestry.log3>,10|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Thaumcraft.BlockMagicalLog>,1; <Thaumcraft.BlockMagicalLog>,5; <Thaumcraft.BlockMagicalLog>,9|<Thaumcraft.BlockMagicalLeaves>,1 ! <BiomesOPlenty.Cherry Log ID>|<BiomesOPlenty.Pink Cherry Leaves ID>; <BiomesOPlenty.White Cherry Leaves ID> ! <Forestry.log2>,1; <Forestry.log2>,5; <Forestry.log2>,9|<Forestry.leaves>,0; <Forestry.leaves>,8 ! 17,3; 17,7; 17,11; 17,15|18,3 ! 17,1; 17,5; 17,9; 17,13|18,1; <ExtrabiomesXL.autumnleaves.id> ! <Forestry.log4>,0; <Forestry.log4>,4; <Forestry.log4>,8|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <Forestry.log3>,1; <Forestry.log3>,5; <Forestry.log3>,9|<Forestry.leaves>,0; <Forestry.leaves>,8 ! <RedPowerWorld.log.id>|<RedPowerWorld.leaves.id> ! 17,0; 17,4; 17,8; 17,12; <ExtrabiomesXL.quarterlog0.id>,2; <ExtrabiomesXL.quarterlog1.id>,2; <ExtrabiomesXL.quarterlog2.id>,2; <ExtrabiomesXL.quarterlog3.id>,2;|18,0; <ExtrabiomesXL.autumnleaves.id>; <BiomesOPlenty.Dying Leaves ID>; <BiomesOPlenty.Origin Leaves ID>; <BiomesOPlenty.Apple Leaves ID>; <BiomesOPlenty.Fruitless Apple Leaves ID>; <BiomesOPlenty.Orange Autumn Leaves ID>; <BiomesOPlenty.Maple Leaves ID> ! <BiomesOPlenty.Palm Log ID>|<BiomesOPlenty.Palm Leaves ID> ! <TwilightForest.Log>,3; <TwilightForest.Log>,7; <TwilightForest.Log>,11; <TwilightForest.Log>,15|<TwilightForest.Hedge>,1 ! <BiomesOPlenty.Fir Log ID>|<BiomesOPlenty.Fir Leaves ID> ! <TwilightForest.Log>,1; <TwilightForest.Log>,5; <TwilightForest.Log>,9; <TwilightForest.Log>,13|<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9 ! <Flora Trees.Bloodwood Block>|<Flora Trees.Sakura Leaves>,2 ! <BiomesOPlenty.Dark Log ID>|<BiomesOPlenty.Dark Leaves ID>; <BiomesOPlenty.White Cherry Leaves ID> ! <TwilightForest.Log>,2; <TwilightForest.Log>,6; <TwilightForest.Log>,10; <TwilightForest.Log>,14|<TwilightForest.Leaves>, 1; <TwilightForest.Leaves>,9 ! <BiomesOPlenty.Magic Log ID>|<BiomesOPlenty.Magic Leaves ID> ! <Flora Trees.Wood Block>,0; <Flora Trees.Wood Block>,4; <Flora Trees.Wood Block>,8|<Flora Trees.Flora Leaves>,1 ! <TwilightForest.Log>,0; <TwilightForest.Log>,4; <TwilightForest.Log>,8; <TwilightForest.Log>,12|<TwilightForest.Leaves>,0; <TwilightForest.Leaves>,3; <TwilightForest.Leaves>,8; <TwilightForest.Leaves>,11 ! <Thaumcraft.BlockMagicalLog>,0; <Thaumcraft.BlockMagicalLog>,4; <Thaumcraft.BlockMagicalLog>,8|<Thaumcraft.BlockMagicalLeaves>,0; <Thaumcraft.BlockMagicalLeaves>,8 ! <Flora Trees.Redwood Block>|<Flora Trees.Flora Leaves>,0 ! <BiomesOPlenty.Willow Log ID>|<BiomesOPlenty.Willow
# The hardness of logs for when you are using items that can chop down trees. [range: 0.0 ~ 100.0, default: 4.0]
S:logHardnessModified=4.0
# The hardness of logs for when you are using items that won't chop down the trees. [range: 0.0 ~ 100.0, default: 2.0]
S:logHardnessNormal=2.0
# Incomplete - do not use [default: http://dl.dropbox.com/u/20748481/Minecraft/1.4.6/treeCapitatorTreeConfig.txt]
S:remoteTreeConfigURL=http://dl.dropbox.com/u/20748481/Minecraft/1.4.6/treeCapitatorTreeConfig.txt
# Incomplete - do not use [default: false]
B:useRemoteTreeConfig=false
# Set to true if you want only the leaf blocks listed with each log in blockIDList
# to break when that log type is chopped. When set to false it will break
# any leaf type within range of the tree, not just the type for that tree. [default: false]
B:useStrictBlockPairing=false
}
####################
# id_resolver_settings
#===================
# If you are not using ID Resolver, you can safely ignore this section.
# If you ARE using ID Resolver and your log file does not show any warnings
# pertaining to ID Resolver, you can still ignore this section. In fact, the
# only reason you should mess with this section if ShaRose decides to change
# the Mod ID for ID Resolver.
####################
id_resolver_settings {
# The mod ID value for ID Resolver. [default: IDResolver]
S:idResolverModID=IDResolver
}
####################
# item_settings
####################
item_settings {
# Enable to cause item damage based on number of blocks destroyed [default: true]
B:allowItemDamage=true
# Enable to allow chopping down the entire tree even if your item does not have enough damage remaining to cover the number of blocks. [default: false]
B:allowMoreBlocksThanDamage=false
# IDs of items that can chop down trees. Use ',' to split item id from metadata and ';' to split items. [default: 271; 275; 258; 286; 279; <BiomesOPlenty.Muddy Axe ID>; <IC2.itemToolBronzeAxe>; <IC2.itemToolChainsaw>; <RedPowerWorld.axeRuby.id>; <RedPowerWorld.axeGreenSapphire.id>; <RedPowerWorld.axeSapphire.id>; <Thaumcraft.Thaumaxe>; <TwilightForest.IronwoodAxe>; <TwilightForest.SteeleafAxe>; <TwilightForest.MinotaurAxe>; <DivineRPG.Bedrock Axe>; <DivineRPG.Crystal Axe>; <DivineRPG.Realmite Axe>; <DivineRPG.azuriteaxe>; <DivineRPG.corruptedaxe>; <DivineRPG.denseaxe>; <DivineRPG.divineaxe>; <DivineRPG.donatoraxe>; <DivineRPG.energyaxe>; <DivineRPG.mythrilaxe>; <DivineRPG.plasmaaxe>; <DivineRPG.serenityaxe>; <DivineRPG.twilightaxe>]
S:axeIDList=271; 275; 258; 286; 279; <BiomesOPlenty.Muddy Axe ID>; <IC2.itemToolBronzeAxe>; <IC2.itemToolChainsaw>; <RedPowerWorld.axeRuby.id>; <RedPowerWorld.axeGreenSapphire.id>; <RedPowerWorld.axeSapphire.id>; <Thaumcraft.Thaumaxe>; <TwilightForest.IronwoodAxe>; <TwilightForest.SteeleafAxe>; <TwilightForest.MinotaurAxe>; <DivineRPG.Bedrock Axe>; <DivineRPG.Crystal Axe>; <DivineRPG.Realmite Axe>; <DivineRPG.azuriteaxe>; <DivineRPG.corruptedaxe>; <DivineRPG.denseaxe>; <DivineRPG.divineaxe>; <DivineRPG.donatoraxe>; <DivineRPG.energyaxe>; <DivineRPG.mythrilaxe>; <DivineRPG.plasmaaxe>; <DivineRPG.serenityaxe>; <DivineRPG.twilightaxe>
# When useIncreasingItemDamage=true the damage applied per block broken will increase by this amount every increaseDamageEveryXBlocks blocks broken in a tree. [range: 0.1 ~ 100.0, default: 1.0]
S:damageIncreaseAmount=1.0
# Axes and shears will take damage this many times for each log broken.
# Remaining damage is rounded and applied to tools when a tree is finished. [range: 0.1 ~ 50.0, default: 1.0]
S:damageMultiplier=1.0
# When useIncreasingItemDamage=true the damage applied per block broken will increase each time this many blocks are broken in a tree. [range: 1 ~ 500, default: 15]
I:increaseDamageEveryXBlocks=15
# Whether you need an item from the axeIDList to chop down a tree. Disabling will let you chop trees with any item. [default: true]
B:needItem=true
# IDs of items that when placed in the hotbar will allow leaves to be sheared when shearLeaves is true.
# Use ',' to split item id from metadata and ';' to split items. [default: 359]
S:shearIDList=359
# Set to true to have the per-block item damage amount increase after every increaseDamageEveryXBlocks blocks are broken. [default: false]
B:useIncreasingItemDamage=false
}
####################
# leaf_and_vine_settings
####################
leaf_and_vine_settings {
# Enabling this will make leaves be destroyed when trees are chopped. [default: true]
B:destroyLeaves=true
# When true TreeCapitator will only instantly decay leaves that have actually been marked for decay.
# Set to false if you want leaves to be destroyed regardless of their decay status (hint: or for "leaf" blocks that are not really leaves). [default: true]
B:requireLeafDecayCheck=true
# Enabling this will cause destroyed leaves to be sheared when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearLeaves=false
# Enabling this will shear /some/ of the vines on a tree when a shearing item is in the hotbar (ignored if destroyLeaves is false). [default: false]
B:shearVines=false
}
####################
# miscellaneous_settings
####################
miscellaneous_settings {
# Set to true if you want TreeCapitator to log info about what it's doing, false to disable [default: false]
B:allowDebugLogging=false
# Set to true if you want TreeCapitator to tell you what kind of block you have clicked when sneaking, false to disable. [default: false]
B:allowDebugOutput=false
# Set to false to disable TreeCapitator Smart Tree Detection.
# Smart Tree Detection counts the number of leaf blocks that are adjacent to the
# top-most connected log block at the x, z location of a log you've broken. If
# there are at least minLeavesToID leaf blocks within maxLeafIDDist blocks then
# TreeCapitator considers it a tree and allows chopping.
# WARNING: Disabling Smart Tree Detection will remove the only safeguard against
# accidentally destroying a log structure. Make sure you know what you're doing! [default: true]
B:allowSmartTreeDetection=true
B:allowUpdateCheck=false
# Flag to disable drops in Creative mode [default: false]
B:disableCreativeDrops=false
# Flag to disable tree chopping in Creative mode [default: false]
B:disableInCreative=false
# The maximum horizontal distance that the log breaking effect will travel (use -1 for no limit). [range: -1 ~ 100, default: 16]
I:maxBreakDistance=16
# If a tree's top log is not close enough to leaf blocks, the tree will not be chopped.
# Increasing this value will search further. I would try to keep it below 3. [range: 1 ~ 8, default: 1]
I:maxLeafIDDist=1
# The minimum number of leaves within maxLeafIDDist of the top log block required to identify a tree. [range: 0 ~ 8, default: 3]
I:minLeavesToID=3
# Setting this to false will allow the chopping to move downward as well as upward (and blocks below the one you break will be chopped) [default: true]
B:onlyDestroyUpwards=true
# Set sneakAction = "disable" to disable tree chopping while sneaking,
# set sneakAction = "enable" to only enable tree chopping while sneaking,
# set sneakAction = "none" to have tree chopping enabled regardless of sneaking. [default: disable]
S:sneakAction=disable
}