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Multiface growth feature

The multiface_growth feature is used to generate plants that grow on multiple faces of a block (for example sculk or glow lichen).

Configuration

The multiface_growth feature has the following configuration options:

Option Type Description
block (optional in Json, defaults to glow_lichen A String. Either glow_lichen or sculk_vein. The block to generate.
search_range (optional in Json, defaults to 10) An int. (Range limit in Json is \([1;64]\)) The search range for the next block to grow on.
can_place_on_floor (optional in Json, defaults to false) A boolean. Whether the plant can grow on the floor.
can_place_on_ceiling (optional in Json, defaults to true) A boolean. Whether the plant can grow on the ceiling.
can_place_on_wall (optional in Json, defaults to true) A boolean. Whether the plant can grow on the wall.
can_be_placed_on A list of blocks. (Also supports a single block id, block tag or a list of them in Json) The blocks the plant can grow on.
chance_of_spreading (optional in Json, defaults to 0.5) A float. (Range limit in Json is \([0.0;1.0]\)) The chance that the plant will spread to a new block.

In code, the MultifaceGrowthConfiguration class is used to configure the feature.

Example

As an example, here's the configured- and placed feature for sculk veins.

ConfiguredFeatures.kt
val SCULK_VEIN = FeatureRegistry.registerConfiguredFeature(
    Machines,
    "sculk_vein",
    Feature.MULTIFACE_GROWTH,
    MultifaceGrowthConfiguration(
        Blocks.SCULK_VEIN as MultifaceBlock, // block to use
        20, // search range
        true, // canPlaceOnFloor
        true, // canPlaceOnCeiling
        true, // canPlaceOnWall
        1.0F, // chanceOfSpreading // (1)!
        HolderSet.direct( // (2)!
            Block::builtInRegistryHolder,
            Blocks.STONE, Blocks.ANDESITE, Blocks.DIORITE, Blocks.GRANITE, Blocks.DRIPSTONE_BLOCK, Blocks.CALCITE, Blocks.TUFF, Blocks.DEEPSLATE
        )
    )
)
  1. Combined with the search range of 20, this ensures that every block in a 20 block radius will have a sculk vein.
  2. Only grow on typical cave blocks.
PlacedFeatures.kt
val SCULK_VEIN = FeatureRegistry.registerPlacedFeature(
    Machines,
    "sculk_vein",
    ConfiguredFeatures.SCULK_VEIN,
    listOf(
        CountPlacement.of(UniformInt.of(204, 250)), // (1)!
        InSquarePlacement.spread(), // (2)!
        PlacementUtils.RANGE_BOTTOM_TO_MAX_TERRAIN_HEIGHT, // (3)!
        BiomeFilter.biome() // (4)!
    )
)
  1. Generate 204-250 attempts per chunk.
  2. Randomly offset the attempts horizontally.
  3. Set the y-level to a random int up to 256. The static constant is equivalent to
    HeightRangePlacement.uniform(VerticalAnchor.bottom(), VerticalAnchor.absolute(256));
    
  4. Only generate in biomes that have sculk growth.
configured_feature/sculk_vein.json
{
  "type": "minecraft:multiface_growth",
  "config": {
    "block": "minecraft:sculk_vein",
    "search_range": 20,
    "chance_of_spreading": 1.0, // (1)! 
    "can_place_on_floor": true,
    "can_place_on_ceiling": true,
    "can_place_on_wall": true,
    "can_be_placed_on": [ // (2)!
      "minecraft:stone",
      "minecraft:andesite",
      "minecraft:diorite",
      "minecraft:granite",
      "minecraft:dripstone_block",
      "minecraft:calcite",
      "minecraft:tuff",
      "minecraft:deepslate"
    ]
  }
}
  1. Grow on every block in a 20 block radius.
  2. Only grow on typical cave blocks.
placed_feature/sculk_vein.json
{
  "feature": "minecraft:sculk_vein",
  "placement": [
    {
      "type": "minecraft:count", // (1)!
      "count": {
        "type": "minecraft:uniform",
        "value": {
          "max_inclusive": 250,
          "min_inclusive": 204
        }
      }
    },
    {
      "type": "minecraft:in_square" // (2)!
    },
    {
      "type": "minecraft:height_range", // (3)!
      "height": {
        "type": "minecraft:uniform",
        "max_inclusive": {
          "absolute": 256
        },
        "min_inclusive": {
          "above_bottom": 0
        }
      }
    },
    {
      "type": "minecraft:biome" // (4)!
    }
  ]
}
  1. Generate 204-250 attempts per chunk.
  2. Randomly offset the attempts horizontally.
  3. Set the y-level to a random int up to 256.
  4. Only generate in biomes that have sculk growth.

Result

Example