#Fungus Trees
76 messages · Page 1 of 1 (latest)
Once your ticket has been resolved, please close it with </ticket close:1054771505520717835> command!
Placement is controlled by a block tag, but the trees apparently grow specifically on their corresponding block
no? they can grow on any kind of nylium
really?
the fungus 'sapling' only spawns on the specific type, but the actual tree part can be on any nylium afaik
thought that the nylium and fungus had to be matching
i can try it but I don't think so
I think you have that reversed
I mean you can place the fungus 'sapling' on any #minecraft:nylium block
it just won't grow if it's not the right one
ah, seems to be controlled by the feature json
i was considering adding a custom pair of nylium dirts for an overworld version of the forest biomes
so it is possible to change
you're joking
oof
So just... changing the huge_fungus definition in a datapack would work?!
seems the json only accepts one block type
if you wanted to change it tho, at data/minecraft/worldgen/configured_feature/ put warped_fungus_planted.json: ```json
{
"config": {
"hat_state": {
"Name": "minecraft:warped_wart_block"
},
"decor_state": {
"Name": "minecraft:shroomlight"
},
"planted": true,
"valid_base_block": {
"Name": "kubejs:my_much_better_block"
},
"stem_state": {
"Properties": {
"axis": "y"
},
"Name": "minecraft:warped_stem"
}
},
"type": "minecraft:huge_fungus"
}
and same for crimson
...ok, hear me out
could I copy it?
like duplicate the definition and make it work for both
hm.
here's another idea
Could I add another block state for Crimson Nylium/Warped Nylium
i dont think so, forge specifically blocks that sort of thing when registry replacing
even if you could, the json requires you specify a specific blockstate
fair...
just thought that maybe I could create a Nylium block equivalent for dirt that was still the same block
Hold on
can you make custom trees with KubeJS?
kinda...
its very janky on 1.18 and you have to write the grow logic yourself
What if I made a KubeJS custom tree that used the same sapling, used the same blocks, but grew on the KubeJS nylium dirt
on 1.19 you can just copy the existing item
grow logic as in figure out when to tell it to place the feature? or grow logic as in placing the feature manually
all of the above
former? no problem. Latter? Ew.
there may be a helper method somewhere you can call to place a feature, im not sure
no ones been crazy enough to try
Anyway, I'm working on a bit of a crazy modpack idea so
figured I might as well try shooting for the moon, y'know
if it was possible
you can
oh?
just need a mod dev env, or spend a while going through linkie
what
??linkieweb allows you to search for methods
Linkie is now available on the web
or a mod dev enviroment just gives you mcs code to search
or copy the code the command uses
but getting kubejs to use the command is probably much easier
the command does check criteria
so I'd have to... change the block under the thing, then call the command, then... wait
no nevermind
cuz I can just make a custom feature
that works the same but has a different name and spawn criteria
That was easier than I expected, though!
or, well
should be easier than I expected
I haven't implemented it yet
@ashen imp Unresolved thread still hasn't been closed! If your question was answered, please close this post with </ticket close:1054771505520717835> command!