Jump to content

[1.19.4] How can I stop trees spawning on top of ponds?


Feroov

Recommended Posts

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

Link to comment
Share on other sites

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 by warjort

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.

Link to comment
Share on other sites

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"
    ],
    []
  ]

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.