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
  1. 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.
     
  2. "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 though
     
    Last edited by a moderator: Jul 23, 2017
  3. 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
     
  4. Yea I will add it asap, I will have a update here within 30 minutes.
     
  5. thanks and again we need more guy like you i really like this i think this is the best plugins for rust so far :)
     
  6. Mattparks updated Timber with a new update entry:

    0.1.7

     
  7. 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 
     
  8. Yea I added two new configs that are causing issues with the old config, just delete the config and reload the plugin. I will write a new config load function to look for problems like this.
     
  9. Typical. Should have read update notes. Thanks! Cheers
     
  10. Mattparks updated Timber with a new update entry:

    0.1.8

     
  11. 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?
     
  12. When does the tree fall?
    Can I adjust the time?
     
  13. It falls after a player cuts down a tree, it falls when it normally would disappear.

    These values in the config change the gather rates for standing and fallen trees: "HarvestFallen", "HarvestStanding". So for a pure visual effect for example, HarvestFallen=0.0 HarvestStanding=1.0. If you have config questions you can read the description page.
     
  14. 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?
     
  15. It would fall though the base into the foundations, unless the tree was on a hill. If this is a massive concern you can set the harvest rates to normal and decrease the despawn length (the tree is not permanently there to climb over anyways), but I would argue that the sound created by a falling tree and chopping it down is equivalent, if not louder, to twig building. The randomness in fall direction would also make the tree very hard to aim a tree on a base.
     
  16. 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.
     
  17. Timber works with GatherManager. The rate of gather defined in Timber is used to balance the rate of gather between fallen and standing trees.

    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.
     
  18. Great mod, really adds some immersion
     
  19. 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
     
  20. Does this support z levels with the harvest rate set to 1?