Tree Misidentification
Closed this issue ยท 7 comments
Describe the bug
Even with "minimumLeavesAroundRequired" set to "1" and "maxLeafDistanceFromLog" set to "15", the mod continues to identify leafless trunks as trees and breaks them all.
Minecraft version
1.21.1
Fabric API version
0.16.14
Mod version
1.21.1.11
Configuration
{
"trees": {
"allowedLogs": [],
"deniedLogs": [],
"allowedLeaves": [],
"allowedNonDecayLeaves": [],
"deniedLeaves": [],
"breakMode": "INSTANTANEOUS",
"detectionMode": "WHOLE_TREE",
"detectionModeBiomeOverride": {},
"maxScanSize": 500,
"minSize": 0,
"maxSize": 100,
"maxLeafDistanceFromLog": 15,
"maxSizeAction": "ABORT",
"breakOrder": "FURTHEST_FIRST",
"minimumLeavesAroundRequired": 1,
"includePersistentLeavesInRequiredCount": true,
"treeBreaking": true,
"leavesBreaking": true,
"leavesBreakingForceRadius": 0,
"allowMixedLogs": false,
"breakNetherTreeWarts": true,
"breakMangroveRoots": true,
"searchAreaRadius": -1,
"allowedAdjacentBlocks": [],
"adjacentStopMode": "STOP_ALL",
"spawnItemsAtBreakPoint": false,
"trunkLootPercentage": 1.0
},
"tools": {
"allowed": [],
"denied": [],
"durabilityMode": "NORMAL",
"ignoreTools": false,
"damageMultiplicand": 1.0,
"damageRounding": "ROUND_DOWN",
"speedMultiplicand": 0.0,
"forceToolUsage": false
},
"player": {
"allowedTags": []
},
"enchantment": {
"requireEnchantment": false
},
"sneakMode": "SNEAK_DISABLE",
"breakInCreative": true,
"lootInCreative": true,
"notificationMode": "ACTION_BAR"
}Relevant log output
Do you play on a server or in single player?
If on a server, is that the config of the server ?
Do you play on a server or in single player?
If on a server, is that the config of the server ?
Yes, I have a small server that I play with my friends and the mod is included and this is the config that is on it.
I recorded a short video testing both in Survival and Creative, within a local server and in single player.
https://youtu.be/6lEKUXUrGU8
I cannot reproduce. Took your config on a server with FallingTree and Fabric API, and it works as expected.
We're ok that you edited the config while the server is off and then started it ? Not just editing the file while the server runs ?
Also I see that you have 140ish mods. Can you reproduce with just FallingTree ? Maybe you have a mod incompatibility, or simply another mod that breaks the trees in one go.
Well, in your video you cut only trees, but the problem I'm reporting is about isolated trunks that are identified as trees, as I demonstrated in the video I made.
This is a problem because if I make a wooden house and cut 1 trunk, it will be destroyed because all the trunks that are connected to each other will be treated like a tree.
Regarding the amount of mods, this is Fabric thing, I have 17 mods on the server and 23 on the client, as you can see, and the only one that changes trees operating mechanics is Fallingree.

Still behaves as expected. Placing blocks manually doesn;t really change much. As long as there isn't a leaf near the top then it isn't broken. (btw having "includePersistentLeavesInRequiredCount": true, is probably risky).
https://youtu.be/xHnD_PsIGcM
Trying with just FT to reproduce the bug would still have been a good move.
Like just as an example, seeing veinminer, sounds lile the mod that'd break a whole trunk.
Especially that is has already been reported as bringing conflicts.

The problem is actually incompatibility with Veinminer, I'll follow your advice. I was so used to using this mod that I didn't even pay attention to the tip in the description when I downloaded it.
On the old server version, I used Veindigging without any problems, but it's not updated to 1.21.1, so I needed an alternative, and Veinminer was one of the options.
Anyway, thanks for your attention and for helping me resolve this.