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tutorial:features [2021/06/17 12:27] – Change MC version in the header redgrapefruittutorial:features [2023/12/18 01:19] (current) – [Adding a configured feature to a biome] update code solidblock
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-===== Adding Features [1.17] =====+===== Adding Features =====
 Rocks, trees, ores, and ponds are all examples of features. Rocks, trees, ores, and ponds are all examples of features.
 They are simple generation additions to the world which generate depending on how they are configured. They are simple generation additions to the world which generate depending on how they are configured.
-In this tutorial, we'll look at generating a simple stone spiral feature randomly.+In this tutorial, we'll generate a simple pillar feature. 
 + 
 +If you want to do something similar to vanilla (like ores or flower patches), you should first look for an existing feature you can use. 
 +In that case, skip the "Creating a feature" part of this tutorial.
  
 There are 3 steps that are required to add a feature to a biome. There are 3 steps that are required to add a feature to a biome.
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   * Use [[https://github.com/FabricMC/fabric/pull/1097|Biome Modification API in Fabric API]] to add your feature to biomes.   * Use [[https://github.com/FabricMC/fabric/pull/1097|Biome Modification API in Fabric API]] to add your feature to biomes.
  
-Note that the Biome Modification API is marked as experimental. If the API doesn't work, consider using [[?rev=1599388928|the mixin version]]. 
  
 ==== Creating a feature ==== ==== Creating a feature ====
-A simple Feature looks like this:+Let's create a feature that spawns a 1x1 pillar of blocks on the ground. As an added challenge, let's also make it configurable, so we can change the height and material of the pillars.
  
-<code java> +We'll first create a new class for our feature. This is where the generation logic will go. 
-public class StoneSpiralFeature extends Feature<DefaultFeatureConfig> { + 
-  public StoneSpiralFeature(Codec<DefaultFeatureConfigconfig) { +<yarncode java> 
-    super(config);+public class ExampleFeature extends class_3031<ExampleFeatureConfig> { 
 +  public ExampleFeature(Codec<FeatureConfigconfigCodec) { 
 +    super(configCodec);
   }   }
  
 +  // this method is what is called when the game tries to generate the feature. it is where the actual blocks get placed into the world.
   @Override   @Override
-  public boolean generate(StructureWorldAccess world, ChunkGenerator generator, Random random, BlockPos pos, +  public boolean method_13151(class_5821<ExampleFeatureConfig> context) { 
-      DefaultFeatureConfig config) { +        class_5281 world = context.method_34383(); 
-    BlockPos topPos = world.getTopPosition(Heightmap.Type.WORLD_SURFACEpos); +        // the origin is the place where the game starts trying to place the feature 
-    Direction offset Direction.NORTH;+        class_2338 origin = context.getOrigin(); 
 +        // we won't use the random herebut we could if we wanted to 
 +        class_5819 random = context.method_33654(); 
 +        ExampleFeatureConfig config context.method_33656();
  
-    for (int 1; y <= 15; y++) { +        // don't worry about where these come from-- we'll implement these methods soon 
-      offset = offset.rotateYClockwise(); +        int number config.number(); 
-      world.setBlockState(topPos.up(y).offset(offset), Blocks.STONE.getDefaultState(), 3); +        class_2960 blockId = config.blockId();
-    }+
  
-    return true+        class_2680 blockState = class_7923.field_41175.get(blockId).method_9564()
-  } +        // ensure the ID is okay 
-+        if (blockState == null) throw new IllegalStateException(blockId + " could not be parsed to a valid block identifier!");
-</code>+
  
-The ''Feature<DefaultFeatureConfig>'' constructor takes in a ''Codec<DefaultFeatureConfig>''+        // find the surface of the world 
-You can pass in ''DefaultFeatureConfig.CODEC'' for default config featureseither directly in the super call in the constructor or when you instantiate the feature.+        class_2338 testPos = new class_2338(origin); 
 +        for (int y = 0; y world.method_31605(); y++) { 
 +            testPos = testPos.method_10086(); 
 +            // the tag name is dirt, but includes grass, mud, podzol, etc. 
 +            if (world.method_8320(testPos).isIn(class_3481.field_29822)) { 
 +                if (world.method_8320(testPos.method_10086()).isOf(class_2246.field_10124)) { 
 +                    for (int i = 0; i < number; i++) { 
 +                        // create a simple pillar of blocks 
 +                        world.method_8501(testPosblockState, 0x10); 
 +                        testPos = testPos.method_10086();
  
-''generate'' is called when the chunk decides to generate the feature.  +                        // ensure we don't try to place blocks outside the world 
-If the feature is configured to spawn every chunk, this would be called for each chunk being generated as well+                        if (testPos.getY() >= world.method_8624()) break; 
-In the case of the feature being configured to spawn at certain rate per biome, ''generate'' would only be called in instances where the world wants to spawn the structure. +                    } 
 +                    return true; 
 +                } 
 +            } 
 +        } 
 +       // the game couldn't find place to put the pillar 
 +        return false; 
 +    } 
 +}
  
-In our implementation, we'll build simple 15-block tall spiral of stone starting at the top block in the world.+</yarncode> 
 +Now, we need to implement that ''ExampleFeatureConfig'' record. This is where we define the variables that we use in our ''Feature''. This config is essentially wrapper for the parameters we want to pass to our feature. Note: while this tutorial only uses integers and BlockStates, other useful objects in the game also have codecs that can give you more control over how your feature generates''BlockStateProvider''s are a good example of this. 
 +<yarncode java> 
 +public record ExampleFeatureConfig(int number, Identifier blockId) implements FeatureConfig { 
 +    public static final Codec<ExampleFeatureConfig> CODEC = RecordCodecBuilder.create( 
 +        instance -> instance.group( 
 +                        // you can add as many of these as you want, one for each parameter 
 +                        Codecs.POSITIVE_INT.fieldOf("number").forGetter(ExampleFeatureConfig::number), 
 +                        Identifier.CODEC.fieldOf("blockID").forGetter(ExampleFeatureConfig::blockId)) 
 +                .apply(instance, ExampleFeatureConfig::new)); 
 +
 +</yarncode>
  
-Features can be registered like most other content in the game, and there aren't any special builders or mechanics you'll have to worry about. +Now that we have our config defined, the errors in our feature class will resolve. But we're not done yet-- now we need to add our feature to the game. Features can be registered like most other content in the game, and there aren't any special builders or mechanics you'll have to worry about.
  
 <code java> <code java>
 public class ExampleMod implements ModInitializer { public class ExampleMod implements ModInitializer {
-  private static final Feature<DefaultFeatureConfig> STONE_SPIRAL = new StoneSpiralFeature(DefaultFeatureConfig.CODEC);+    public static final Identifier EXAMPLE_FEATURE_ID = new Identifier("tutorial", "example_feature"); 
 +    public static final ExampleFeature EXAMPLE_FEATURE = new ExampleFeature(ExampleFeatureConfig.CODEC);
  
-  @Override +    @Override 
-  public void onInitialize() { +    public void onInitialize() { 
-    Registry.register(Registry.FEATURE, new Identifier("tutorial", "stone_spiral")STONE_SPIRAL); +        Registry.register(Registries.FEATURE, EXAMPLE_FEATURE_IDEXAMPLE_FEATURE); 
-  }+    }
 } }
 </code> </code>
 +
 +If you plan to configure and use your feature using datapacks, you can stop here. To implement it in code, read on.
  
 ==== Configuring a feature ==== ==== Configuring a feature ====
-We need to give a configuration to a feature. Make sure to register configured feature as well as feature.+We need to give a configuration to a feature, before we can add it to biomes. Make sure to register configured features as well as features. Here is where we specify the parameters of our feature. We'll generate 10-block-high pillars out of netherite. In fact, we could register as many of these ''ConfiguredFeatures'' as we wanted, just changing the config parameters each time.
  
-<code java> +<yarncode java> 
-public class ExampleMod implements ModInitializer { +public class FeatureExampleMod implements ModInitializer {
-  public static final ConfiguredFeature<?, ?> STONE_SPIRAL_CONFIGURED = STONE_SPIRAL.configure(FeatureConfig.DEFAULT) +
-      .decorate(Decorator.CHANCE.configure(new ChanceDecoratorConfig(5)));+
  
-  @Override +    public static final Identifier EXAMPLE_FEATURE_ID = new Identifier("tutorial", "example_feature"); 
-  public void onInitialize() { +    public static final ExampleFeature EXAMPLE_FEATURE = new ExampleFeature(ExampleFeatureConfig.CODEC); 
-    [...] + 
-     +    public static final ConfiguredFeature<ExampleFeatureConfigExampleFeatureEXAMPLE_FEATURE_CONFIGURED new ConfiguredFeature<>( 
-    RegistryKey<ConfiguredFeature<??>> stoneSpiral RegistryKey.of(Registry.CONFIGURED_FEATURE_KEY+                    EXAMPLE_FEATURE
-        new Identifier("tutorial", "stone_spiral")); +                    new ExampleFeatureConfig(10, new Identifier("minecraft", "netherite_block"))); 
-    Registry.register(BuiltinRegistries.CONFIGURED_FEATUREstoneSpiral.getValue()STONE_SPIRAL_CONFIGURED); +    ); 
-  }+ 
 + 
 +    @Override 
 +    public void onInitialize() { 
 +        Registry.register(Registry.FEATUREEXAMPLE_FEATURE_ID, EXAMPLE_FEATURE); 
 +        Registry.register(BuiltinRegistries.CONFIGURED_FEATUREEXAMPLE_FEATURE_ID, EXAMPLE_FEATURE_CONFIGURED); 
 +    }
 } }
-</code>+</yarncode
  
-The Decorator represents how the world chooses to place your feature. +FIXME The last line has to be updated
-To choose the correct Decorator, check out vanilla features with a similar style to your own. +
-The decorator config branches off this; in the case of ''CHANCE'', you would pass in an instance of ''ChanceDecoratorConfig''+
  
 ==== Adding a configured feature to a biome ==== ==== Adding a configured feature to a biome ====
-We use the Biome Modification API.+We use the Biome Modification API. The final stage of feature configuration is creating a ''PlacedFeature''. This class is a replacement for ''Decorators'' on ''ConfiguredFeatures''. Don't forget to register it as well!
  
-<code java>+Our final initializer class looks like this: 
 +<yarncode java>
 public class ExampleMod implements ModInitializer { public class ExampleMod implements ModInitializer {
-  [...] 
  
-  @Override +    public static final Identifier EXAMPLE_FEATURE_ID = new Identifier("tutorial", "example_feature"); 
-  public void onInitialize() { +    public static final ExampleFeature EXAMPLE_FEATURE = new ExampleFeature(ExampleFeatureConfig.CODEC); 
-    [...] +    public static final ConfiguredFeature<ExampleFeatureConfig, ExampleFeature> EXAMPLE_FEATURE_CONFIGURED = new ConfiguredFeature<>
-    BiomeModifications.addFeature(BiomeSelectors.all(), GenerationStep.Feature.UNDERGROUND_ORESstoneSpiral); +                    EXAMPLE_FEATURE, 
-  }+                    new ExampleFeatureConfig(10, new Identifier("minecraft", "netherite_block")) 
 +    ); 
 +    // our PlacedFeature. this is what gets passed to the biome modification API to add to the biome. 
 +    public static PlacedFeature EXAMPLE_FEATURE_PLACED = new PlacedFeature( 
 +            RegistryEntry.of( 
 +                    EXAMPLE_FEATURE_CONFIGURED 
 +                  //  the SquarePlacementModifier makes the feature generate a cluster of pillars each time 
 +            ), List.of(SquarePlacementModifier.of()) 
 +    ); 
 + 
 +    @Override 
 +    public void onInitialize() { 
 +        // register the features 
 +        Registry.register(class_7923.field_41144, EXAMPLE_FEATURE_ID, EXAMPLE_FEATURE); 
 + 
 +        // add it to overworld biomes using FAPI 
 +        BiomeModifications.addFeature( 
 +                BiomeSelectors.foundInOverworld(), 
 +                // the feature is to be added while flowers and trees are being generated 
 +                GenerationStep.Feature.VEGETAL_DECORATION, 
 +                RegistryKey.of(RegistryKeys.PLACED_FEATURE, EXAMPLE_FEATURE_ID)); 
 +    }
 } }
-</code>+</yarncode>
  
 The first argument of ''addFeature'' determines what biomes the structure is generated in. The first argument of ''addFeature'' determines what biomes the structure is generated in.
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 For above-ground houses you may go with ''SURFACE_STRUCTURES'', and for caves, you might go with ''RAW_GENERATION''. For above-ground houses you may go with ''SURFACE_STRUCTURES'', and for caves, you might go with ''RAW_GENERATION''.
  
-=== Result === +For more information, the code used in this tutorial is available [[https://github.com/itsmiir/wiki-example/tree/1.19/src/main/java/com/miir/example/feature|on Github]]. 
-{{https://i.imgur.com/Kr59o0B.png}}+ 
  
tutorial/features.1623932868.txt.gz · Last modified: 2021/06/17 12:27 by redgrapefruit