TreeChop 图标

TreeChop

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 3.0.0
本资源为搬运资源,原资源地址: https://modrinth.com/mod/treechop-gustruy
资源信息

Minecraft 版本: 1.17.1 1.18 1.18.1 1.18.2 1.19 1.19.1 1.19.2 1.19.3 1.19.4 1.20 1.20.1 1.20.2 1.20.3 1.20.4 1.20.5 1.20.6 1.21 1.21.1 1.21.2 1.21.3 1.21.4 1.21.5 1.21.6 1.21.7 1.21.8 1.21.9 1.21.10 1.21.11 26.1 26.1.1 26.1.2 26.2

平台: bukkit folia paper purpur spigot

标签: adventure game-mechanics utility

资源介绍

TreeChop

Want to cut down trees more easily? With TreeChop you can do it!

  • Do you need the tree to be chopped down after one or multiple cuts?
  • Supports any custom trees added by datapacks such as _William Wyther's datapack.
  • Runs on Minecraft 1.17+
  • Optimized for large-scale servers.
  • Protections (WorldGuard, claims...) are respected block by block.
  • You can add your Translations in the lang/ folder.
  • Configurable - by default trees must be hit multiple times to be chopped down (you can also make it work like a TreeCapitator: details at the bottom of the page).

No, your base will not be accidentally destroyed, unless the base is a tree. You can also use /tc toggle, or simply sneak + right-click in the air with an axe.

Use your axe on trees as you want! : )

Chop an Oak Tree ![Oak Tree](https://cdn.modrinth.com/data/jC5TcUPE/images/3cbc762a5dc7dc6172877640c6a4d6340ef0231b.webp)

NOTE:

Original project created on CrashPlugin. \
Since 3.0.0 the update check uses the Modrinth API (it can be disabled in the config: Updates.check). \
Modrinth Page - bStats

Commands:

TreeChop commands are only visible if you have the appropriate permissions, mentioned below. \
/treechop alias: /tc

  • /tc toggle [on/off] [player] command for a player to toggle TreeChop.
  • /tc help ... for help on the commands.
  • /tc enabled <true/false> to enable or disable the plugin.
  • /tc pluginInfo for plugin information (plugin version...).
  • /tc reloadconfig if you have edited the config file, use this.
  • /tc config <...> to edit or view the configuration.

Permission:

  • g031.command.treechop.*: permission for all TreeChop commands.
  • g031.command.treechop.config: operator command to configure plugin. (default on only op)
  • g031.command.treechop.enable: operator command to enable or disable the plugin. (default on only op)
  • g031.command.treechop.self_toggle: command for a player to toggle TreeChop. (default on all players)
  • g031.command.treechop.toggle: command for a player to toggle TreeChop for players. (default on only op)
  • g031.treechop.chop: used to start chop event. (default on all players)

You need to use a permission plugin, such as luckperms, to manage permissions.\
To decide who can use this mechanic, you can disable the g031.treechop.chop permission and give it to players with some reward system or manually.

Config File (3.0.0, format v6):

The config is generated with inline comments on the first start and migrates automatically from older versions (your values are preserved; the old percentageChop becomes a hardnessFormula).

Default Config v6 ```yml # Indicates the version of the configuration file. DO NOT TOUCH the parameter (risk of file reset). ConfigVersion: 6 # Indicates whether the plugin is active (listens to the BlockBreakEvent). TreeChopEnabled: true # Language file to use from the lang/ folder (included: en, it). Missing keys fall back to en. Language: en # Decide who can use treechop. # If permission is true, the players must have one of the permissions in the permissions list. # Disclaimer: the bigger the list of permissions, the more checks per player will be made! WhoCanChop: permission: true permissions: - g031.treechop.chop # treeCollecting_Mode = (0 only logs of the initial type), (1 only LOG and WOOD), (2 only LOG, WOOD, and STRIPPED), (3 any type of wood). # maxBlocks = (default: 2048) safety cap of blocks collected per tree. # maxWidth = (default: 16) horizontal size beyond which a wooden structure is declared 'not a tree' and the scan stops early, saving work on log walls and buildings. # Only applies while no natural leaves have been seen yet, so real trees are unaffected. Raise it if you use very wide custom trees, 0 = no limit. # noTreeCacheTime = (default: 30) seconds a wooden structure stays remembered as 'not a tree': hitting it again does not rescan it. 0 = always rescan. # enabledWorlds = list of worlds where treechop works (empty = all worlds). # excludedLogs = list of log material names that treechop ignores (e.g. [OAK_LOG, DARK_OAK_WOOD]). Collecting: treeCollecting_Mode: 1 maxBlocks: 2048 maxWidth: 16 noTreeCacheTime: 30 enabledWorlds: [] excludedLogs: [] # During tree cutting. # shiftDisableChop = disables while sneaking, the cutting action. # shiftRightToggle = sneak + right-click in the air with an axe toggles TreeChop for yourself (same as '/tc toggle'). # useMultipleAxes = default set to false, to prevent damaging the wrong tool. # chopAllLogs = if it is true, it will break all the tree logs (PHYSICS ignores it: only what is left hanging falls). # treeCutting_Mode = felling mode: # 0 HITS = one hit each, as many as hardnessFormula asks for. # 1 PHYSICS = nothing is cancelled, you break the logs of the cutting area yourself and whatever is left hanging falls (a dark oak needs its 4 cuts). hardnessFormula, chopAllLogs and damagedLogs do not apply. # 2 HARDNESS = a single cut, just longer: hold the button down and the formula becomes a hardness multiplier, so a better axe still cuts faster. Let go and the log heals. # From 1.20.5 the log is really harder for the client (one long break); older versions count repeated breaks instead, for the same total time. # hardnessFormula = formula for the needed hits (rounded down). Variables: logs (falling logs), chop (cutting area), height (tree height). # Functions: min, max, ceil, floor, round, sqrt, abs. e.g. 'logs * 0.8', 'ceil(sqrt(logs) * 3)'. # insufficientAxeDurability = notify that the tool has a lower durability than the total logs. OnChop: shiftDisableChop: true shiftRightToggle: true useMultipleAxes: false chopAllLogs: false treeCutting_Mode: 0 hardnessFormula: logs * 0.8 insufficientAxeDurability: true # Cracks on the cutting area. Unused in PHYSICS: there is no progress to show. # othersView = Whether other players can see the effect of the damaged block. # radius = Within what radius other players can see the effect. # mode = crack channel: (0 per-player: cracks follow the area each player is cutting) (1 shared: same cracks per block for everyone). damagedLogs: othersView: true radius: 32 mode: 0 # During the fall of the tree. # axeBreakStopFall = during the fall of the tree if the tool breaks, it interrupts the breaking of other logs. # saveToolDurability = Choose the amount of the durability you want to save of the tool. # durabilityPerLog = tool damage per broken log: -1 = vanilla, 0 = no cost, N = exactly N damage per log (overrides Unbreaking). # breakLogsMode = (0 breaks the blocks without following an order) (1 breaks the blocks in an upward manner according to the Y-axis). # breakLogsPerTick = Value referring to how many logs to break per tick. If set to '0' it will be instantaneous but may impact performance. # fallMode = fall animation: (0 standard) (1 suction = cosmetic falling blocks are vacuumed toward the cut center as the logs break; visual only, slightly heavier). # hungerPerLog = exhaustion (hunger) added to the chopper per felled log (decimals, e.g. 0.5). 0 = none. # xpPerLog = experience points awarded to the player for each log cut down (decimal value; the total is rounded down). 0 = none. OnFall: axeBreakStopFall: true saveToolDurability: 0 durabilityPerLog: -1 breakLogsMode: 1 breakLogsPerTick: 2 fallMode: 0 hungerPerLog: 0.0 xpPerLog: 0.0 # Natural leaves handling when a tree falls. # The leaves are NOT broken by the player: no tool damage and no statistics, # but protections are still asked block by block, exactly like the logs. # breakLeaves = also break the tree's natural (non player-placed) leaves. # leavesRadius = connection steps (not euclidean distance) from the felled logs within which leaves are collected. # breakLeavesMode = breaking order: (0 from the trunk outward, by connection steps) (1 bottom-up) (2 top-down) # (3 from the outside toward the trunk) (4 one random leaf at a time, default) (5 like 0 but by real distance, the only order that costs a real sort). # leavesPerTick = leaves broken per tick, decimals allowed: 0.4 (default) = one leaf every 2.5 ticks. 0 = instantaneous but may impact performance. Leaves: breakLeaves: false leavesRadius: 6 breakLeavesMode: 4 leavesPerTick: 0.4 # Particles and sounds generated on chop, 'generateEffects' must be enabled. # generateEffects = it makes the cutting action of the tree visible and audible to all. # particlesQuantity = (default: 40) # soundVolume = (default: 1.0) Distance of sound. # soundPitch = (default: 2.0) Effects: generateEffects: true particlesQuantity: 40 soundVolume: 1.0 soundPitch: 2.0 # Effects of each leaf breaking, independent from the chop ones above. # generateEffects = sound and particles when a leaf is broken. # particlesQuantity = (default: 10) 0 = none. # soundVolume = (default: 0) Distance of sound, 0 = silent. # soundPitch = (default: 1.0) Leaves: generateEffects: true particlesQuantity: 10 soundVolume: 0.0 soundPitch: 1.0 # toInventory = items from felled logs go straight to the chopper's inventory (overflow drops at the player's feet). Drops: toInventory: false # What happens after a tree is felled. # sapling = replant a sapling on the base positions (where there is soil under), max 4. # saplingChance = % chance per base position to replant (0-100). Respawn: sapling: false saplingChance: 100 # New version check (Modrinth API, once at startup). # check = look for a newer TreeChop version and notify the console. # notifyOps = also notify operators when they join. Updates: check: true notifyOps: true ```

\
\
How do I make TreeChop chop the full tree with one swing? Set in the config: \
OnChop/treeCutting_Mode: 2 OnChop/chopAllLogs: true Leaves/breakLeaves: true

For any problems or suggestions, write on discord. \
- Gustruy

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