Tetra Axes do not fell trees.
Angular-Angel opened this issue · 13 comments
Describe the bug
I submitted a report for this on Tetra: mickelus/tetra#636
Basically, their axes don't count as axes, and thus don't fell tree's.
Minecraft version
1.18.2
Forge version
40.1.22
Mod version
3.5.1
Relevant log output
No response
Is there any kind of dynamic item tag system? So, an individual Tetra tool could be tagged as an axe, and then FallingTree could check for that tag?
I'm not really sure that exists. Minecraft tags are applied at the item level (basically it's a group of items/blocks). So it may not be relevant in that case if the item is always tetra:the_tool (whether it's in axe mode or pickaxe or whatever).
Oh, wait! Atcually, Origins: Classes has a treechopping ability for the Lumberjack that is able to recognize Tetra axes. So, you could go figure out how they do things and use that? :/
No, that version doesn't work at all, so far as I can tell. It does show up in the forge logs as a loaded mod, but it's behavior doesn't trigger with Tetra axes, or with normal axes, or even the fast leaf decay part.
You can try that version and see how it behaves. It may detect the axe by default (and so if don't want it, just blacklist the whole tool)
FallingTree-1.18.2-0.0.1-dev.zip
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Yes! That does it! It works with my normal axe, and my Tetra axe, and doesn't work with my Tetra pickaxe! Excellent! XD
Either you'll have to add them one by one, or if they are part of a custom tag, you can add that tag directly.
I'm not sure it's possible to add Tetra Axes as as items, though. I don't know how it works under the hood, but I suspect there's no way to tell a Tetra axe from a Tetra pickaxe or hoe at a surface level - they're all treated the same in the Tetra workbench, and you can turn one into the other, or mix and match between them if you like.