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[1.20] Looking for an example of trees without data generation


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Posted

I want to add trees to my mod but all the examples I've seen so far include data generation, and not json files. The json files for the blocks are not the issue here. Unless trees require certain json files as a structure, I'm certain I've got this part covered. The thing I'm looking for is probably a deferred register or any other way to register something as a tree so it will grow from a sapling. Here is what I currently have:

	public static final DeferredRegister<ConfiguredFeature<?, ?>> TREES =
                DeferredRegister.create(Registries.CONFIGURED_FEATURE, ExtinctionCraft.MOD_ID);

        // How do I register the tree?

        public static final ResourceKey<ConfiguredFeature<?, ?>> SEQUOIA_KEY = registerKey("sequoia");

        public static void bootstrap(BootstapContext<ConfiguredFeature<?, ?>> context) {
            register(SEQUOIA_KEY, Feature.TREE, new TreeConfiguration.TreeConfigurationBuilder(
                    BlockStateProvider.simple(ModBlocks.SEQUOIA_LOG.get()),
                    new StraightTrunkPlacer(5, 4, 3),
                    BlockStateProvider.simple(ModBlocks.SEQUOIA_LEAVES.get()),
                    new PineFoliagePlacer(ConstantInt.of(3), ConstantInt.of(2), ConstantInt.of(3)),
                    new TwoLayersFeatureSize(1, 0, 2)).build());
        }

        public static ResourceKey<ConfiguredFeature<?, ?>> registerKey(String name) {
            return ResourceKey.create(Registries.CONFIGURED_FEATURE, new ResourceLocation(ExtinctionCraft.MOD_ID, name));
        }

        private static <FC extends FeatureConfiguration, F extends Feature<FC>> void register(BootstapContext<ConfiguredFeature<?, ?>> context,
                ResourceKey<ConfiguredFeature<?, ?>> key, F feature, FC configuration) {
            context.register(key, new ConfiguredFeature<>(feature, configuration));
        }

I also have this Grower class:

public class SequoiaGrower extends AbstractTreeGrower {
    @Nullable
    @Override
    protected ResourceKey<ConfiguredFeature<?, ?>> getConfiguredFeature(RandomSource pRandom, boolean pHasFlowers) {
        return ModConfiguredFeatures.SEQUOIA_KEY;
    }
}

And the registry of the blocks that make up the tree (excluding wood blocks that I have registered but that don't make up part of a tree):

        public static final RegistryObject<Block> SEQUOIA_LOG = registerBlock("sequoia_log",
                () -> new ModFlammableRotatedPillarBlock(BlockBehaviour.Properties.copy(Blocks.OAK_LOG).strength(3)));
        public static final RegistryObject<Block> SEQUOIA_LEAVES = registerBlock("sequoia_leaves",
                () -> new ModLeavesBlock(BlockBehaviour.Properties.copy(Blocks.OAK_LEAVES)));
        public static final RegistryObject<Block> SEQUOIA_SAPLING = registerBlock("sequoia_sapling",
                () -> new SaplingBlock(new SequoiaGrower(), BlockBehaviour.Properties.copy(Blocks.OAK_SAPLING)));

 

How do I move on from here? Examples of your code are welcome too.

Posted

https://gist.github.com/InvictusSlayer/a8acb91b89d844d95f607327896abbd6

Here's an example from my mod where I added Aspen trees. You can replace the values with the foliage, leaves, logs, trunk and any numbers you may want to change. Make sure your file is in "resources/data/modid/worldgen/configured_feature" and name it the same as your key ("sequoia.json").

The DeferredRegister and bootstrap() methods you added are redundant but other than that you're all good - the DeferredRegister is how you would store an object but that isn't necessary here since the game calls the tree instance from the data (in your case `SEQUOIA_KEY`); and bootstrap is the method that your data generator would call hence unneeded here.

Essentially Minecraft does not register features like trees (along with others) the same way it does with blocks and items.

I would highly recommend using datagen as that bootstrap method would just make the "sequoia.json" file for you. Besides that nice job and keep at it :)

  • Like 1
Posted

@InvictusSlayer I can't thank you enough! This was just what I needed. Thanks for the proper explaination as well, you are the best.

Now that my trees can finally grow, I'm stuck with only one issue. The leaves don't have correct colors. I made them grey like the default tree textures and was hoping I could find a few to make them colored, but I haven't found something yet. Do you happen to have an example of that as well?

  • Like 1
Posted

Ah that'll be to do with the block model .json file for your leaves. I haven't implemented the tinting leaves personally but I think you'll need to change the "parent" from:

"parent": "minecraft:block/cube_all"

to:

"parent": "minecraft:block/leaves"

I intend to try the tint system in the near future so I'll amend this at some point if I'm wrong. Otherwise I'd just recommend colouring the leaf textures manually. Good luck!!

Posted

@InvictusSlayer Thanks! Sadly that didn't solve it. 

I went looking through the vanilla code and found the BlockColors class which seems to set the colors of the leaves. I still have to figure out how to replicate this in a mod though but I thought you might want to know in case you want to look for yourself. If I happen to figure it out I'll reply to this thread.

  • Like 1

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