Dynamic Trees

Dynamic Trees

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Dynamic trees does not work

picarouso opened this issue · 2 comments

commented

Hi, I have a multiplayer server in aternos, all the other mods works correctly, but the dynamic trees don't generate the trees, it doesn't change them.
In an individual game it does work, and I don't understand it, since the mod is added to the server and in the mod folder, in - 1.12.2.

This is the config from the mod:

Configuration file

client {
# Rings of thick trees are rendered using a texture created with an expanded tangram construction technique. Otherwise the ring texture is simply stretched [default: true]
B:fancyThickRings=true

# Rooty dirt blocks will mimic the texture of adjacent soil blocks to better match the environment. Otherwise will always default to the most generic block [default: true]
B:rootyTextureMimicry=true

}

debug {
# Enable to mark tree spawn locations with wool circles. [default: false]
B:worldGenDebug=false
}

interaction {
# Modes: 0=Standard 1 Damage, 1=By Branch/Trunk Thickness, 2=By Tree Volume [range: 0 ~ 2, default: 1]
I:axeDamageMode=1

# If enabled players receive reduced fall damage on leaves at the expense of the block(s) destruction [default: true]
B:canopyCrash=true

# If enabled the Dirt Bucket will place a dirt block on right-click [default: true]
B:dirtBucketPlacesDirt=true

# If enabled then thinner branches can be climbed [default: true]
B:enableBranchClimbling=true

# If enabled then trees will harm living entities when falling [default: true]
B:enableFallingTreeDamage=true

# If enabled then trees will fall over when harvested [default: true]
B:enableFallingTrees=true

# Multiplier for damage incurred by a falling tree [range: 0.0 ~ 100.0, default: 1.0]
S:fallingTreeDamageMultiplier=1.0

# If enabled all leaves will be passable [default: false]
B:isLeavesPassable=false

# If enabled player movement on leaves will not be enhanced [default: false]
B:vanillaLeavesCollision=false

}

seeds {
# The rate at which seeds voluntarily drop from branches [range: 0.0 ~ 1.0, default: 0.0]
S:dropRate=0.0

# The minimum forestness that non-forest-like biomes can have. 0 = is not at all a forest, 1 = may as well be a forest. Can be fractional [range: 0.0 ~ 1.0, default: 0.0]
S:minForestness=0.0

# If enabled then seeds will only voluntarily plant themselves in forest-like biomes [default: true]
B:onlyForest=true

# The rate at which seeds voluntarily plant themselves in their ideal biomes [range: 0.0 ~ 1.0, default: 0.125]
S:plantRate=0.125

# Ticks before a seed in the world attempts to plant itself or despawn. 1200 = 1 minute [range: 0 ~ 6000, default: 1200]
I:timeToLive=1200

}

trees {
# The chance of a tree on depleted soil to die. 1/256(~0.004) averages to about 1 death every 16 minecraft days [range: 0.0 ~ 1.0, default: 0.0]
S:diseaseChance=0.0

# If enabled then sticks will be dropped for partial logs [default: true]
B:dropSticks=true

# If enabled apple trees will be generated during worldgen and oak trees will not drop apples [default: true]
B:enableAppleTrees=true

# If enabled then certain species trunks will be able to grow wider than a single block [default: true]
B:enableThickTrees=true

# Do X growth cycles at once while ignoring (X-1)/X attempts.  Higher numbers can improve client side performance but too high can make trees grow wierd. [range: 1 ~ 8, default: 2]
I:growthFolding=2

# Factor that multiplies the rate at which trees grow. Use at own risk [range: 0.0 ~ 16.0, default: 0.5]
S:growthMultiplier=0.5

# Factor that multiplies the wood returned from harvesting a tree.  You cheat. [range: 0.0 ~ 128.0, default: 1.0]
S:harvestMultiplier=1.0

# The maximum radius of a branch that is allowed to rot away. 8 = Full block size.  Set to 0 to prevent rotting [range: 0 ~ 24, default: 8]
I:maxBranchRotRadius=8

# Scales the growth for the environment.  0.5f is nominal. 0.0 trees only grow in their native biome. 1.0 trees grow anywhere like they are in their native biome [range: 0.0 ~ 1.0, default: 0.5]
S:scaleBiomeGrowthRate=0.5

}

vanilla {
# Right clicking with a vanilla sapling places a dynamic sapling instead. [default: false]
B:replaceVanillaSapling=true
}

world {
# Blacklist of dimension numbers for disabling Dynamic Tree worldgen [default: [7]]
S:dimensionsBlacklist <
7
>

# Randomly generate podzol under select trees. [default: true]
B:podzolGen=true

# World Generation produces Vanilla cactus as well as Dynamic cactus if world gen replacement is enabled. [default: false]
B:vanillaCactusWorldGen=false

# World Generation produces Dynamic Trees instead of Vanilla trees. [default: true]
B:worldGen=true

}

Sin título

Pls help

commented

Please use pastebin for error logs and stack traces, as well as configs. Thanks.

commented

Are you expecting existing already generated Vanilla trees to change to Dynamic Trees? If that's the case then that isn't how this mod works.