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Plant Growth
Grass blocks have advanced mechanics that allow tall grass and other plants to grow every 1,200 game ticks, equivalent to 1 real-time minute.
The block first checks how many blocks are within a 5x5x5 area around the block where the plant will grow. Each plant is then counted and stored in memory for a later test.
The next step is to check for the biome density tag. Each biome can be assigned a density tag that defines the maximum number of plants that can be generated within it.
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Dense
=12
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Moderate
=6
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Light
=3
The next step is to determine if the biome is a specific type, which will decide whether the default foliage is used or if a custom block tag will be applied for generation.
The final task is to have the block randomly select and place a block from the designated block tag. The blocks in this tag should be prioritized under the space-checking block tags to prevent overpopulation of the biomes.
Tag type | Tag namespace | Tag path |
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Block | tale_of_biomes | grass_blocks |
Block | tale_of_biomes | grass_plants |
Tag type | Tag namespace | Tag path |
---|---|---|
Biome | tale_of_biomes | grass_growth/dense |
Biome | tale_of_biomes | grass_growth/moderate |
Biome | tale_of_biomes | grass_growth/light |
Tag type | Tag namespace | Tag path |
---|---|---|
Biome | tale_of_biomes | eldenmoor/flower_plains |
Tag type | Tag namespace | Tag path |
---|---|---|
Block | tale_of_biomes | grass_growth/flower_plains |
Block | tale_of_biomes | grass_growth/defualt |
In the future, I plan to expand this feature to support cross-mod integration, allowing other mods to utilize it through commands and configuration settings.
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π Planned Features
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β Projects
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π Changlog Pages
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