tutorial:structures
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features [2019/02/16 20:21] – draylar | tutorial:structures [2022/04/07 04:29] – Add 1.18.2 notice ffrann | ||
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- | **An example repo containing code that has fully completed this tutorial can be found here: [[https:// | + | ====== Adding Structure Features |
We’re going to look at registering and placing structures in your world. | We’re going to look at registering and placing structures in your world. | ||
- | To view examples of 1.14 vanilla structures in action, | + | To view examples of vanilla structures in action, |
- | You are going to need a Feature | + | You are going to need a feature |
+ | The feature handles the process of registering the structure and loading it in when the world is generating. | ||
+ | The generator handles the placement of blocks or loading in a structure file if you choose to do so. | ||
- | To create a basic feature, we recommend creating a class that extends AbstractTempleFeature< | + | Note that this tutorial depends on [[https:// |
+ | If the API doesn' | ||
- | | + | **For 1.18.2, Fabric Structure API no longer exists and structures can be done entirely in datapacks. Please read this gist for more information. https:// |
- | * getName: name of your structure | + | |
- | | + | |
- | | + | |
- | You can pass DefaultFeatureConfig:: | + | ===== Creating a Feature ===== |
+ | To create a basic feature, we recommend creating a class that extends '' | ||
+ | Various vanilla structures, such as shipwrecks, igloos, and temples, use '' | ||
- | For getStructureStartFactory, | + | You will have to override '' |
+ | For '' | ||
- | | + | <code java> |
- | | + | public class MyFeature |
- | public | + | public |
- | | + | super(codec); |
- | super(structureFeature_1, | + | } |
- | } | + | |
- | @Override | + | |
- | public | + | public |
- | { | + | |
- | | + | } |
- | | + | |
- | | + | public static class Start extends StructureStart< |
- | BlockPos startingPos = new BlockPos(x, 0, z); | + | |
- | | + | long seed) { |
- | | + | super(feature, chunkX, chunkZ, box, references, seed); |
- | this.setBoundingBoxFromChildren(); | + | |
- | } | + | |
} | } | ||
- | | ||
- | This is called when the world attempts to spawn in a new structure, and is the gap between your Feature and Generator. The reference to the variable in your main class doesn' | ||
- | This is where structure files and generating straight from a generate method part ways. If you want, you can simply override generate in your Feature class and use setBlockState to place blocks directly in the world. This is a valid option | + | // Called when the world attempts to spawn in a new structure, and is the gap between your feature |
+ | public void init(DynamicRegistryManager registryManager, ChunkGenerator chunkGenerator, | ||
+ | int chunkZ, Biome biome, DefaultFeatureConfig config) { | ||
+ | int x = chunkX * 16; | ||
+ | int z = chunkZ * 16; | ||
+ | int y = chunkGenerator.getHeight(x, | ||
+ | BlockPos pos = new BlockPos(x, y, z); | ||
+ | BlockRotation rotation = BlockRotation.random(this.random); | ||
+ | MyGenerator.addPieces(manager, | ||
+ | | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | </ | ||
- | As you have probably noticed, we need to create a generator. | + | ===== Creating a Generator ===== |
+ | As you have probably noticed, we need to create a generator. | ||
- | * An Identifier that points to your structure file; use " | + | This is where structure files and generating straight from a '' |
- | * Some sort of setup method-- addParts | + | |
- | | + | |
- | List< | + | * Use structure files. These are rather powerful at this point and are highly recommended. |
- | + | ||
- | } | + | |
- | + | ||
- | In your addParts method, you can choose which structure pieces are added to your generation process. You can add a piece like this: | + | |
- | list_1.add(new MyGenerator.Piece(structureManager_1, identifier, blockPos, rotation_1)); | + | In this tutorial, we'll use a structure file. |
- | | + | It doesn' |
- | where the identifier | + | * An identifier |
+ | | ||
- | We're now going to create the Piece we just referenced; make a class called Piece that extends SimpleStructurePiece | + | <code java> |
+ | public | ||
+ | private static final Identifier IGLOO_TOP = new Identifier(" | ||
- | Override required methods, and add a constructor that takes in a StructureManager, Identifier, BlockPos, | + | public static void addPieces(StructureManager |
+ | pieces.add(new MyPiece(manager, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
- | public static | + | In your '' |
- | | + | |
- | | + | We're now going to create the piece we just referenced; make a class called '' |
- | + | ||
- | public Piece(StructureManager | + | Override required methods, and add a constructor that takes in a '' |
- | | + | **toNbt isn't required but is available if you need it**. |
- | + | We're also implementing '' | |
- | this.pos = blockPos_1; | + | We also have 2 constructors: |
- | this.rotation = rotation_1; | + | A basic template |
- | this.template | + | |
- | + | <code java> | |
- | | + | public static class MyPiece extends SimpleStructurePiece { |
- | } | + | private final BlockRotation rotation; |
- | + | | |
- | public | + | |
- | super(MyModClass.myStructurePieceType, compoundTag_1); | + | public |
- | this.identifier | + | super(ExampleMod.MY_PIECE, compoundTag); |
- | this.rotation = Rotation.valueOf(compoundTag_1.getString(" | + | this.template |
- | this.setStructureData(structureManager_1); | + | this.rotation = BlockRotation.valueOf(compoundTag.getString(" |
- | } | + | this.initializeStructureData(structureManager); |
- | + | } | |
- | | + | |
- | protected void toNbt(CompoundTag compoundTag_1) { | + | |
- | super.toNbt(compoundTag_1); | + | super(ExampleMod.MY_PIECE, |
- | | + | this.pos = pos; |
- | | + | this.rotation = rotation; |
- | } | + | |
- | + | ||
- | | + | |
- | | + | } |
- | Structure | + | |
- | StructurePlacementData | + | |
- | this.setStructureData(structure_1, this.pos, | + | Structure |
- | } | + | StructurePlacementData |
- | + | | |
- | @Override | + | |
- | protected void handleMetadata(String string_1, BlockPos blockPos_1, IWorld iWorld_1, Random random_1, MutableIntBoundingBox mutableIntBoundingBox_1) { | + | |
- | } | + | this.setStructureData(structure, this.pos, |
- | + | } | |
- | @Override | + | |
- | public boolean generate(IWorld iWorld_1, Random random_1, MutableIntBoundingBox mutableIntBoundingBox_1, | + | |
- | { | + | |
- | + | ||
- | } | + | |
- | } | + | |
- | + | ||
- | handleMetadata is where you look at data blocks within your structure and do tasks based on what you find. In vanilla structures, data blocks are placed above chests so they can be filled with loot in this method. | + | |
- | We set the StructurePieceType to MyModClass.myStructurePiece type; this is the variable that holds your registered structure piece. We'll handle that after we finish the generate function, which sets the position of your structure and generates it: | + | protected void toNbt(CompoundTag tag) { |
+ | super.toNbt(tag); | ||
+ | tag.putString(" | ||
+ | tag.putString(" | ||
+ | } | ||
@Override | @Override | ||
- | public boolean generate(IWorld iWorld_1, Random random_1, MutableIntBoundingBox mutableIntBoundingBox_1, ChunkPos chunkPos_1) | + | protected void handleMetadata(String metadata, BlockPos pos, ServerWorldAccess serverWorldAccess, Random random, |
- | { | + | |
- | int yHeight = iWorld_1.getTop(Heightmap.Type.WORLD_SURFACE_WG, this.pos.getX() + 8, this.pos.getZ() + 8); | + | |
- | | + | } |
- | | + | </ |
- | } | + | |
| | ||
- | In this case, we simply get the y position of the highest block in the middle of our chunk and generate the structure | + | '' |
+ | This can be good for dynamic stuff such as placing certain mobs based on what mod is on and so on. | ||
+ | In vanilla structures, data blocks are placed above chests so they can be filled with loot in this method. | ||
+ | HOWEVER, you do not need to use datablocks to place chests with loot. Instead, use this command to set a north facing chest with a loottable. | ||
+ | Save this chest into your structure' | ||
+ | < | ||
- | The last step is to register our features. | + | We set the '' |
- | * StructurePieceType | + | ===== Registering Structures ===== |
- | * StructureFeature< | + | The last step is to register our structures. We're going to need to register: |
- | * StructureFeature<?> | + | |
- | We're also going to need to add the structure | + | * structure |
+ | * piece | ||
+ | * configured | ||
- | Registering piece type: | + | <code java> |
- | public static final StructurePieceType | + | public class ExampleMod implements ModInitializer { |
- | | + | public static final StructurePieceType |
- | Registering feature: | + | |
- | public | + | |
- | | + | |
- | Registering structure: | + | |
- | public | + | |
- | + | ||
- | To put your feature in the features list, you can use: | + | |
- | Feature.STRUCTURES.put(" | + | |
- | + | ||
- | For testing, it's a good idea to register your feature to every biome and set the spawn rate to 100% so you can be sure it's spawning and working. You probably don't want your structure floating in the water, so we'll also filter that out. Add it to every biome by iterating over the biome list and adding it as a feature and generation step: | + | |
- | | + | |
- | { | + | public void onInitialize() { |
- | if(biome.getCategory() != Biome.Category.OCEAN && biome.getCategory() != Biome.Category.RIVER) | + | |
- | { | + | |
- | biome.addStructureFeature(myFeature, | + | .step(GenerationStep.Feature.SURFACE_STRUCTURES) |
- | biome.addFeature(GenerationStep.Feature.SURFACE_STRUCTURES, Biome.configureFeature(myFeature, new DefaultFeatureConfig(), Decorator.CHANCE_PASSTHROUGH, | + | |
- | } | + | .adjustsSurface() |
- | } | + | |
- | ChanceDecoratorConfig' | + | RegistryKey< |
+ | new Identifier(" | ||
+ | BuiltinRegistries.add(BuiltinRegistries.CONFIGURED_STRUCTURE_FEATURE, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
- | You need to add your structure as a feature | + | ===== Adding |
+ | In this tutorial, we add our structure to all biomes. | ||
+ | |||
+ | <code java> | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | [...] | ||
+ | |||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | [...] | ||
- | Load into your world, and if all went well, you should be met with a //lot// of Igloos. | + | BiomeModifications.addStructure(BiomeSelectors.all(), myConfigured); |
+ | } | ||
+ | } | ||
+ | </code> | ||
+ | ===== Result ===== | ||
+ | You should be met with igloos. | ||
+ | You can use below command to find your structure in the world. | ||
+ | < | ||
+ | /locate tutorial: | ||
+ | </ | ||
+ | {{tutorial: | ||
tutorial/structures.txt · Last modified: 2022/11/05 12:06 by jab125