In the config you can set FallHarvestRatio to 0.0 and FallHarvestScalar to 1.0. This will cause all the harvested wood to be in the fallen tree, along with keeping normal resource harvest levels. I would keep FallHarvestRatio close to 0.1 to fix some issues.
Also later today I will be fixing stumps in small trees and some harvest level things.

Timber [Obsolete]
Makes trees and cacti fall before being destroyed.
Total Downloads: 2,223 - First Release: Jul 21, 2017 - Last Update: Aug 28, 2017
- 5/5, 29 likes
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"FallHarvestRatio": 1.0,
"FallHarvestScalar": 1.0,
i expected all of the wood to be in the original and no wood in the fallen tree. however they both give normal harvest levels for my server. perhaps this isn't working as intended. i expected original tree to be 500 per hit and the fallen tree to be 0. both give 500 per hit.
[DOUBLEPOST=1500832577][/DOUBLEPOST]Found the issue
if (fallDefined || despawnDefined)
{
item.amount = (int) (item.amount * fallHarvestScalar * (1.0f - fallHarvestRatio + 1.0f));
}
even if you set harvest ratio to 1.. the least you'll get from fallen is amount * (1 - 1.0 + 1) = amount * 1. if you want amount of 0 then you'd have to get rid of that +1 at the end.. orrrr in the config file change the harvestratio to 2.0 and then halve your scalar so the math works out. code or overview should be fixed thoughLast edited by a moderator: Jul 23, 2017 -
Hi, men I have a question about the plugins can you add a ResouceID to your plugin so the plugin down here can update the plugin
Plugin name: Updater
Plugin link: Updater | Oxide -
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Shits out error
Code:01:51 [Error] Failed to call hook 'OnDispenserGather' on plugin 'Timber v0.1.7' (InvalidCastException: Null object can not be converted to a value type.) 01:51 [Stacktrace] at System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) [0x00000] in <filename unknown>:0 at System.Convert.ChangeType (System.Object value, System.Type conversionType) [0x00000] in <filename unknown>:0 at Oxide.Core.Configuration.DynamicConfigFile.ConvertValue (System.Object value, System.Type destinationType) [0x00000] in <filename unknown>:0 at Oxide.Core.Configuration.DynamicConfigFile.ConvertValue[Single] (System.Object value) [0x00000] in <filename unknown>:0 at Oxide.Core.Configuration.DynamicConfigFile.Get[Single] (System.String[] path) [0x00000] in <filename unknown>:0 at Oxide.Plugins.Timber.get_harvestStanding () [0x00000] in <filename unknown>:0 at Oxide.Plugins.Timber.OnDispenserGather (.ResourceDispenser dispenser, .BaseEntity entity, .Item item) [0x00000] in <filename unknown>:0 at Oxide.Plugins.Timber.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
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How to change the number of axes before the tree falls.
And there is a problem of crop ratio of wood cutting too high.
How to change this ratio? -
When does the tree fall?
Can I adjust the time? -
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So if a tree is next to a players base then its chopped and dropped on the base a player can run up it to get on the top of the base?
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I like the idea of a falling tree.
My question is, will this interfere with plugins such as GatherManager.
I use GatherManager to adjust how much people harvest off trees, stones, etc etc. Seems this plugin has it's own setting for that.
How does the server know which plugin setting to use as far as how much wood is dispensed?
Can there be a setting for this plugin that makes it not change how much is harvested for people who want to use a different plugin to manage that?
I'd like to use this for the falling trees, not to manage how much wood is dispensed. -
How I came up with the default Timber balance is as follows (using the salvaged axe):
- Vanilla gives 500 wood per tree and takes 12 seconds per tree.
- Timber gives ~2700 wood per tree and takes 50+ seconds per tree (standing + fallen).
: For both the rate of gather would be ~41.66 wood/second. GatherManager would scale this rate, so on a x3 server expect for a full tree to give ~8000 wood. -
Great mod, really adds some immersion
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Does this obey GatherManager or does it ignore it?
I need 2x when standing, 5x when fallen. Do I just put 2.0 and 5.0 ?
[DOUBLEPOST=1501170911][/DOUBLEPOST]Whoops, already answered above ^^ Guess I just do 0.0 then -
Does this support z levels with the harvest rate set to 1?