Mods / Jack's Log Tweak
Author: JackRob
Side: Server
Created: Sep 25th at 1:25 AM
Last modified: Sep 28th at 10:47 PM
Downloads: 561
Follow Unfollow 42
Latest release (for Vintage Story 1.19.8, 1.20.12 and 1.21.1, potentially outdated):
JacksLogTweak_1.2.0.zip
1-click install
Description
Simply removes the tool tier requirement for breaking many placed logs, so they can be broken and recovered without an axe. Logs that are part of a tree (known as "grown" in the codes) still require an axe to harvest. This also extends to all debarked logs, the large "Quarter Log" recovered from 2x2 thick trees, the smaller decorative "Quarter Logs" (known as quad logs in code), and the Carved Acacia Logs found in creative mode.
Why?
I wanted to store my harvested logs on the ground like large wood piles near my home to save inventory space, especially on a new game. This lets me retrieve those logs without wasting tools to do so.
Compatibility
This is a simple patch that edits one line dictating tool tier requirements to harvest the block. Should be compatible with nearly any mod unless they also change this line.
If there are any mod-added logs you want me to patch with the same function, let me know. The ones that are covered are stated below:
- Wildcraft Trees
- Floral Zones - All
Should also be valid for any new updates such as VS 1.22.0+ unless a major change is done to logs. I have not tested this for VS 1.20 or earlier, but it should work.
Notes
With Salty's Falling Trees, logs after felling a tree are "placed" logs, so they don't need to be picked up with an axe with these mods together, though it would certainly speed up the process.
If this erks you like it does for me, you can change the config "placed" in Salty's mod to false to have the logs drop as items like in vanilla tree felling behavior, circumventing the issue.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.2.0 | 294 | Sep 28th at 10:37 PM | JacksLogTweak_1.2.0.zip | 1-click install | ||
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| 1.1.0 | 133 | Sep 27th at 12:49 PM | JacksLogTweak_1.1.0.zip | 1-click install | ||
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| 1.0.0 | 134 | Sep 25th at 2:53 AM | JacksLogTweak_1.0.0.zip | 1-click install | ||
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Initial Release. Supports Wildcraft Trees. | ||||||
ArmoredStone
"OR, better yet, just make a patch for Salty's mod that changes his logs to "Pine Oak Felled". And those still need chopped. This would actually be a much cleaner way to do it, and wouldn't need to fix a hundred edge cases"
His mod is entirely done in code, and has no game files for me to make a traditional game patch for like this mod is. I'm not sure if it's possible for me to code a patch for his mod, but I am not adept at coding, so it would fall on Salty to edit his code for this change.
EDIT: and yes, I was refering to both of your solutions in my explaination, but forgot the s. Don't worry, I'm a late-nighter too :)
JackRob Did you see my second proposed solution? I think that one would work better than the first idea I had
Edit: Okay maybe you did. I'm barely awake reading what you wrote an I cant tell which of my ideas you were referring to xD
either way, you're both smart. I'm sure you can find a way to make it work
ArmoredStone
I agree that with Salty's Falling Trees, harvesting logs by hand feeling cheesy and feels much better/more immersive if you still require the axe to break the fallen tree up into sections.
For clarity: In game logic, the log is already coded into several states. The predominant ones as an example in this case is "log-placed-oak-ud" and "log-grown-oak-ud". Each state is divided by a dash, where "log" is the base block, "placed"/"grown" is the basic state used to differentiate tree-generated logs and player/structure placed logs, "oak" is the wood type (pine/maple ect.), and "ud" is the direction state of the block. In this case it means Up and Down, the state you typically find it in, especially in trees.
* can be used for a state in recipes and other codes to use any type of that state (often refered to as a wildcard). For instance, virtually every crafting recipe will be expecting "log-placed-*-ud" to use any kind of harvested logs like oak and birch. This includes Immersive Chopping to some extent (maybe some leeway there, I'm not sure how its coding is set up, but it should at least rely on these keywords).
With my mod, I only remove the harvesting teir requirement from the "log-placed-*" block, while the "log-grown-*" still retains the harvesting teir requirement. Therefore trees still need an axe to harvest while the havested log block can be destroyed/picked up by hand.
The problem is that with Salty's Falling Trees, felled trees drop into the placed variant of logs. The solution you are effectively proposing would require Salty to make his falling trees place the grown variant of the log instead of the placed variant for the cleanest implementation, which almost certainly must be done on his end.
I'll post a comment to him making this point and see what he does.
EDIT: One option you can do to circumvent this is right now to change the config "place" in Salty's Falling Trees to false. This will drop the logs as items on the ground like in vanilla felling behavior. I understand this isn't what you asked for, but thought I'd at least present it for others in case it was not apparent for them.
I would love to use this mod, but it feels cheesy to pick up the logs from Salty's mod without chopping them. I have a suggestion to accomodate both:
When you place, for example, a pine log, it becomes a different type of block. Call it "Pine Log Placed" or something. Same exact appearance and characteristics, but it can be picked up. Then once you pick it up, it becomes a normal "Pine Log" again that can be used to craft.
You would need to accomodate for Immersive Chopping though because it would likely be looking for a normal log, which would no longer exist outside of the inventory.
OR, better yet, just make a patch for Salty's mod that changes his logs to "Pine Oak Felled". And those still need chopped. This would actually be a much cleaner way to do it, and wouldn't need to fix a hundred edge cases
That would make it absolutely perfect :D
(I won't use your mod right now but I will follow it. Hopefully you like my idea ^^ )
Aldor
Simply break the block to retrieve the log :). I only removed the tool teir requirement so it's actually breakable by hand. I have not added any further interactions and still debating if this would actually be desirable, since it can be a good building block in itself that one would not want to be uprooted so easily. Though I will admit it would be nice in some cases since it still takes a little while to break currently.
Rikaiu, Swedneck
I'll look into it.
Hey!,
Love the idea man! One of the best quality of life mods that I've known I needed, but no idea how it would've worked.
Silly question though... I've tried everything... How do I do it? I tried right-clicking with an empty hand, with a log in hand, holding shift, nothing.
-Aldor
does not work with floral zones 😔
works with floral zones?
LunaGore
Seems like Florasphere adds their new blocks through the vanilla files (like an extension), so they seemed to already be affected by my mod inherently in my brief testing.
Let me know if you encounter any placed logs that is not the case.
Can you add a compat for Florasphere?
Thumbs up, gonna add this to my list of mods!
this is a brilliant little idea!