Jump to content

Recommended Posts

Posted

Like the title says, I have been trying for a while to make my custom sapling grow with something other than bonemeal. What I want to know, is what would I have to code in order to make my sapling create the tree randomly when rightclicked with certain item.. Like lets say I right clicked it with redstone for instance and It would grow.

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Thank you very much, this has resolved my dilemma. Now I have another question, how would I make my sapling capable of generating different types of trees. Similar to how oak saplings have chance of creating a giant tree?

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Ok, now I have a bit of another issue... For some reason, I occasionally get Phantom trees, where its blocks seem to stay solid and stay present until they are right clicked, or leave and rejoin world, any ideas?

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Ok, now next question? What could be the reason as to why my sapling doesn't always disappear when the tree generates, and sometimes disappears before the tree even generate?

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Show your code.

Ok:

 

public void growTree(World world, int i, int j, int k, Random random)
   {
     world.setBlockToAir(i, j, k);
     WorldGenFakeTrees obj = new WorldGenFakeTrees(false);
			WorldGenTreeTest obj2 = new WorldGenTreeTest();
			int treeChoice = random.nextInt(5);
			if(treeChoice == 2){
			 if (!obj.generate(world, random, i, j, k)) {
				world.setBlock(i, j, k, this, 0, 3);
			 }	
			}
			if(treeChoice == 1){
			  if (!obj2.generate(world, random, i-2, j, k-2)) {
       world.setBlock(i, j, k, this, 0, 3);
       }
			}
			if(treeChoice == 3){
				if (!obj2.generate(world, random, i-2, j, k-2)) {
					world.setBlock(i, j, k, this, 0, 3);
			    }
				if (!obj.generate(world, random, i, j, k)) {
					world.setBlock(i, j, k, this, 0, 3);
				 }	
			}

			  }

public class WorldGenTreeTest {
private int metaleaves;
    
public WorldGenTreeTest() {
}
public boolean generate(World world, Random rand, int i, int j, int k) {

	this.metaleaves = rand.nextInt(11);
	if (!world.isRemote){
		if (world.getBlock(i + 2, j - 1, k + 2) == Ids.blockFrass
			&& world.getBlock(i + 3, j, k + 2) == Blocks.air
			&& world.getBlock(i, j + 5, k) == Blocks.air
			&& world.getBlock(i + 3, j + 5, k + 3) == Blocks.air
			&& world.getBlock(i - 3, j + 5, k + 3) == Blocks.air
			&& world.getBlock(i + 3, j + 5, k - 3) == Blocks.air
			&& world.getBlock(i - 3, j + 5, k - 3) == Blocks.air) 
		{
			for(int x = 0; x <= 4;x++){
			for(int y = 0; y <= 3;y++){
				for(int z = 0;z <= 3; z++){
					world.setBlock(i + 2, j + y, k + 2, AMBlocks.BionicMass); //uses (y)
					if(x != 2){
						world.setBlock(i + x, j + 1, k + 2, AMBlocks.FoliageArray, this.metaleaves, 3); //uses (x)
						world.setBlock(i + 2, j + 1, k + x, AMBlocks.FoliageArray, this.metaleaves, 3);
						if(x == 3 || x == 1){
							world.setBlock(i + x, j + 1, k + 1, AMBlocks.FoliageArray, this.metaleaves, 3);
							world.setBlock(i + x, j + 1, k + 3, AMBlocks.FoliageArray, this.metaleaves, 3);
						}							
					}						
				}					
			}				
		}			
			world.setBlock(i + 2, j + 4, k + 2, AMBlocks.FoliageArray, this.metaleaves, 3);

			//layer2			
			world.setBlock(i + 3, j + 2, k + 2, AMBlocks.FoliageArray, this.metaleaves, 3);
			world.setBlock(i + 1, j + 2, k + 2, AMBlocks.FoliageArray, this.metaleaves, 3);
			world.setBlock(i + 2, j + 2, k + 3, AMBlocks.FoliageArray, this.metaleaves, 3);
			world.setBlock(i + 2, j + 2, k + 1, AMBlocks.FoliageArray, this.metaleaves, 3);

			//layer3
			world.setBlock(i + 3, j + 3, k + 2, AMBlocks.FoliageArray, this.metaleaves, 3);
			world.setBlock(i + 1, j + 3, k + 2, AMBlocks.FoliageArray, this.metaleaves, 3);
			world.setBlock(i + 2, j + 3, k + 3, AMBlocks.FoliageArray, this.metaleaves, 3);
			world.setBlock(i + 2, j + 3, k + 1, AMBlocks.FoliageArray, this.metaleaves, 3);

		}

	}
	return true;
}
}

 

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

			if(treeChoice == 3){
				if (!obj2.generate(world, random, i-2, j, k-2)) {
					world.setBlock(i, j, k, this, 0, 3);
			    }
				if (!obj.generate(world, random, i, j, k)) {
					world.setBlock(i, j, k, this, 0, 3);
				 }	
			}

Do those setBlock commands put your sapling back? As for the sapling vanishing, you set the block to air, then do all your checking. So when everything is done, there is a 50% chance of your sapling vanishing because you have 6 possible outcomes from your randomized and you're only checking for 3 possible outcomes.

  • 2 weeks later...
Posted

			if(treeChoice == 3){
				if (!obj2.generate(world, random, i-2, j, k-2)) {
					world.setBlock(i, j, k, this, 0, 3);
			    }
				if (!obj.generate(world, random, i, j, k)) {
					world.setBlock(i, j, k, this, 0, 3);
				 }	
			}

Do those setBlock commands put your sapling back? As for the sapling vanishing, you set the block to air, then do all your checking. So when everything is done, there is a 50% chance of your sapling vanishing because you have 6 possible outcomes from your randomized and you're only checking for 3 possible outcomes.

I think so. But how would I fix that?

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Only do world.setBlockToAir(i, j, k); when treeChoice is 1 or 2 or 3. (How simple..)

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello , when I try to launch the forge installer it just crash with a message for 0,5 secondes. I'm using java 17 to launch it. Here's the link of the error :https://cdn.corenexis.com/view/?img=d/ma24/qs7u4U.jpg  
    • You will find the crash-report or log in your minecraft directory (crash-report or logs folder)
    • Use a modpack which is using these 2 mods as working base:   https://www.curseforge.com/minecraft/modpacks/life-in-the-village-3
    • inicie un mundo donde instale Croptopia y Farmer's Delight, entonces instale el addon Croptopia Delight pero no funciona. es la version 1.18.2
    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
  • Topics

×
×
  • Create New...

Important Information

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