Posted March 31, 20205 yr I have based my custom tree off of the spruce tree but, when I bonemeal it to make it grow, the trunk is only 1 block high (with random 1 more) and, the leaves generate as they should. Just no trunk to the top of the tree. Tree Class Spoiler public class BlackSpruceTree extends SpruceTree { public static final TreeFeatureConfig BLACKSPRUCE_TREE_CONFIG = (new TreeFeatureConfig.Builder( new SimpleBlockStateProvider(BlockInit.blackspruce_log.get().getDefaultState()), new SimpleBlockStateProvider(BlockInit.blackspruce_leaves.get().getDefaultState()), new SpruceFoliagePlacer(2, 1))).baseHeight(8).heightRandA(4).trunkHeight(1).trunkHeightRandom(1).trunkTopOffsetRandom(2).ignoreVines() .setSapling((IPlantable)BlockInit.blackspruce_sapling.get()).build(); @Override protected ConfiguredFeature<TreeFeatureConfig, ?> getTreeFeature(Random randomIn, boolean booleanIn) { return Feature.NORMAL_TREE.withConfiguration(BLACKSPRUCE_TREE_CONFIG); } } Sapling Class Spoiler public class CasWillorSaplingBlock extends BushBlock implements IGrowable { public static final IntegerProperty STAGE = BlockStateProperties.STAGE_0_1; protected static final VoxelShape SHAPE = Block.makeCuboidShape(2.0D, 0.0D, 2.0D, 14.0D, 12.0D, 14.0D); private final Supplier<Tree> tree; public CasWillorSaplingBlock(Supplier<Tree> treeIn, Properties properties) { super(properties); this.tree = treeIn; this.setDefaultState(this.stateContainer.getBaseState().with(STAGE, Integer.valueOf(0))); } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return SHAPE; } @SuppressWarnings("deprecation") @Override public void tick(BlockState state, ServerWorld worldIn, BlockPos pos, Random rand) { super.tick(state, worldIn, pos, rand); if(!worldIn.isAreaLoaded(pos, 1)) return; if(worldIn.getLight(pos.up()) >= 9 && rand.nextInt(7) == 0) { this.grow(worldIn, pos, state, rand); } } public void grow(ServerWorld serverWorld, BlockPos pos, BlockState state, Random rand) { if(state.get(STAGE) == 0) { serverWorld.setBlockState(pos, state.cycle(STAGE), 4); } else { if(!ForgeEventFactory.saplingGrowTree(serverWorld, rand, pos)) return; this.tree.get().func_225545_a_(serverWorld, serverWorld.getChunkProvider().getChunkGenerator(), pos, state, rand); } } @Override public void grow(ServerWorld serverWorld, Random rand, BlockPos pos, BlockState state) { this.grow(serverWorld, pos, state, rand); } @Override public boolean canGrow(IBlockReader worldIn, BlockPos pos, BlockState state, boolean isClient) { return true; } @Override public boolean canUseBonemeal(World worldIn, Random rand, BlockPos pos, BlockState state) { return (double)worldIn.rand.nextFloat() < 0.45D; } @Override protected void fillStateContainer(Builder<Block, BlockState> builder) { builder.add(STAGE); } } Edited April 1, 20205 yr by MadHatAK Forge Version in Title, solved Issue
April 1, 20205 yr 10 hours ago, MadHatAK said: trunkHeight(1).trunkHeightRandom(1) That right there is probably doing it. Edited April 1, 20205 yr by Ugdhar
April 1, 20205 yr Author No, it just tells the leaves how far above ground level to generate. I did figure this out. Overriding the leaves, and logs, tag in resources/data/minecraft/tags/blocks solves this issue. Spoiler { "replace": false, "values": [ "minecraft:jungle_leaves", "minecraft:oak_leaves", "minecraft:spruce_leaves", "minecraft:dark_oak_leaves", "minecraft:acacia_leaves", "minecraft:birch_leaves", "yourmodid:your_leaves" ] } Do the same for your logs.
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