Feroov Posted May 27, 2023 Posted May 27, 2023 I have my custom trees etc, I created a simple pond for the surfaces but trees sometimes float etc, what should I be doing? Quote
ChampionAsh5357 Posted May 27, 2023 Posted May 27, 2023 My guess is that the tree is placed first, followed by the pond. As such, it probably has to do with your biome features order. The pond should be generated in `FLUID_SPRINGS` decoration step, while trees are generated in the `VEGETAL_DECORATION` decoration step. Quote
Feroov Posted May 27, 2023 Author Posted May 27, 2023 5 hours ago, ChampionAsh5357 said: My guess is that the tree is placed first, followed by the pond. As such, it probably has to do with your biome features order. The pond should be generated in `FLUID_SPRINGS` decoration step, while trees are generated in the `VEGETAL_DECORATION` decoration step. Yea I even put it in order actually, theres also a wiki related to this still no luck, in that case I guess I have the problem on my trees itself, I'll snoop around there and see, but thank you still appreciate it Quote
warjort Posted May 27, 2023 Posted May 27, 2023 (edited) FLUID_SPRINGS are done before VEGETAL_DECORATION, see the GenerationStep.Decoration Without seeing your code (all the relevant code on github) it is impossible to say what is wrong. But if you look at the vanilla TreePlacements class it uses the following logic by default for the sapling that grows the tree: PlacementUtils.filteredBlockBySurvival() -> WouldSurvivePredicate -> [Sapling/Bush]Block.canSurvive() -> Block.mayPlaceOn() and Block.canSustainPlant() or in json https://github.com/misode/mcmeta/blob/data/data/minecraft/worldgen/placed_feature/oak.json Edited May 27, 2023 by warjort Quote Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
Feroov Posted May 28, 2023 Author Posted May 28, 2023 12 hours ago, warjort said: FLUID_SPRINGS are done before VEGETAL_DECORATION, see the GenerationStep.Decoration Without seeing your code (all the relevant code on github) it is impossible to say what is wrong. But if you look at the vanilla TreePlacements class it uses the following logic by default for the sapling that grows the tree: PlacementUtils.filteredBlockBySurvival() -> WouldSurvivePredicate -> [Sapling/Bush]Block.canSurvive() -> Block.mayPlaceOn() and Block.canSustainPlant() or in json https://github.com/misode/mcmeta/blob/data/data/minecraft/worldgen/placed_feature/oak.json I've actually fixed my issue, I no longer have floating trees on my pond, I still do see them but it's rare now and it's not really an issue, here is what I have if anyone ever stumbles a similar issue (Correct me if I have any mistakes) Placed feature: { "feature": "frv:xenos_pond", "placement": [ { "type": "minecraft:rarity_filter", "chance": 4 }, { "type": "minecraft:in_square" }, { "type": "minecraft:heightmap", "heightmap": "WORLD_SURFACE_WG" }, { "type": "minecraft:biome" } ] } Configured feature: { "type": "minecraft:lake", "config": { "barrier": { "type": "minecraft:simple_state_provider", "state": { "Name": "frv:xenosgrass_block" } }, "fluid": { "type": "minecraft:simple_state_provider", "state": { "Name": "minecraft:water", "Properties": { "level": "0" } } } } } And on our biome json where the feature is, this is the order I have: "features": [ [], [ "frv:xenos_pond_placed" ], [], [], [], [], [ "frv:uskium_placed", "frv:xenite_placed", "frv:astralite_placed" ], [], [ "frv:xenos_spring_placed" ], [ "frv:xenosphere_plants", "frv:xenos_placed" ], [] ] Quote
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