Comment crée un arbre 1.8.9
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les noms sont peut être différents selon les mappings, est-ce que tu veux que je trouves les noms ?
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Oui et merci si tu les trouve
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Il me faut le numéro de tes mappings
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C’est la Stable 22 normalement

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Les logiciels ne trouvent pas donc soit tu ne la vois pas, soit le code a changé depuis la 1.8
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Je sais pas :(___J’ai vue que dans le code source de l’arbre il créer plus que 1 fonction a la fin sa vient pas des la ?
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hein ? Au pire tout le code que j’ai pris vient de minecraft donc tu l’as
PS : attention aux doubles posts
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Oui mais comment je fait pour changer le Block car sinnon c’est le oak
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Tu remplaces tous les Blocks.oak… par ta buche, de même pour les feuilles
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il y en as pas regarde le class
package net.minecraft.world.gen.feature; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.BlockCocoa; import net.minecraft.block.BlockLeaves; import net.minecraft.block.BlockOldLeaf; import net.minecraft.block.BlockOldLog; import net.minecraft.block.BlockPlanks; import net.minecraft.block.BlockVine; import net.minecraft.block.material.Material; import net.minecraft.block.properties.PropertyBool; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.util.BlockPos; import net.minecraft.util.EnumFacing; import net.minecraft.world.World; public class WorldGenTrees extends WorldGenAbstractTree { private static final IBlockState field_181653_a = Blocks.log.getDefaultState().withProperty(BlockOldLog.VARIANT, BlockPlanks.EnumType.OAK); private static final IBlockState field_181654_b = Blocks.leaves.getDefaultState().withProperty(BlockOldLeaf.VARIANT, BlockPlanks.EnumType.OAK).withProperty(BlockLeaves.CHECK_DECAY, Boolean.valueOf(false)); /** The minimum height of a generated tree. */ private final int minTreeHeight; /** True if this tree should grow Vines. */ private final boolean vinesGrow; /** The metadata value of the wood to use in tree generation. */ private final IBlockState metaWood; /** The metadata value of the leaves to use in tree generation. */ private final IBlockState metaLeaves; public WorldGenTrees(boolean p_i2027_1_) { this(p_i2027_1_, 4, field_181653_a, field_181654_b, false); } public WorldGenTrees(boolean p_i46446_1_, int p_i46446_2_, IBlockState p_i46446_3_, IBlockState p_i46446_4_, boolean p_i46446_5_) { super(p_i46446_1_); this.minTreeHeight = p_i46446_2_; this.metaWood = p_i46446_3_; this.metaLeaves = p_i46446_4_; this.vinesGrow = p_i46446_5_; } public boolean generate(World worldIn, Random rand, BlockPos position) { int i = rand.nextInt(3) + this.minTreeHeight; boolean flag = true; if (position.getY() >= 1 && position.getY() + i + 1 <= 256) { for (int j = position.getY(); j <= position.getY() + 1 + i; ++j) { int k = 1; if (j == position.getY()) { k = 0; } if (j >= position.getY() + 1 + i - 2) { k = 2; } BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos(); for (int l = position.getX() - k; l <= position.getX() + k && flag; ++l) { for (int i1 = position.getZ() - k; i1 <= position.getZ() + k && flag; ++i1) { if (j >= 0 && j < 256) { if (!this.isReplaceable(worldIn,blockpos$mutableblockpos.set(l, j, i1))) { flag = false; } } else { flag = false; } } } } if (!flag) { return false; } else { BlockPos down = position.down(); Block block1 = worldIn.getBlockState(down).getBlock(); boolean isSoil = block1.canSustainPlant(worldIn, down, net.minecraft.util.EnumFacing.UP, (net.minecraft.block.BlockSapling)Blocks.sapling); if (isSoil && position.getY() < 256 - i - 1) { block1.onPlantGrow(worldIn, down, position); int k2 = 3; int l2 = 0; for (int i3 = position.getY() - k2 + i; i3 <= position.getY() + i; ++i3) { int i4 = i3 - (position.getY() + i); int j1 = l2 + 1 - i4 / 2; for (int k1 = position.getX() - j1; k1 <= position.getX() + j1; ++k1) { int l1 = k1 - position.getX(); for (int i2 = position.getZ() - j1; i2 <= position.getZ() + j1; ++i2) { int j2 = i2 - position.getZ(); if (Math.abs(l1) != j1 || Math.abs(j2) != j1 || rand.nextInt(2) != 0 && i4 != 0) { BlockPos blockpos = new BlockPos(k1, i3, i2); Block block = worldIn.getBlockState(blockpos).getBlock(); if (block.isAir(worldIn, blockpos) || block.isLeaves(worldIn, blockpos) || block.getMaterial() == Material.vine) { this.setBlockAndNotifyAdequately(worldIn, blockpos, this.metaLeaves); } } } } } for (int j3 = 0; j3 < i; ++j3) { BlockPos upN = position.up(j3); Block block2 = worldIn.getBlockState(upN).getBlock(); if (block2.isAir(worldIn, upN) || block2.isLeaves(worldIn, upN) || block2.getMaterial() == Material.vine) { this.setBlockAndNotifyAdequately(worldIn, position.up(j3), this.metaWood); if (this.vinesGrow && j3 > 0) { if (rand.nextInt(3) > 0 && worldIn.isAirBlock(position.add(-1, j3, 0))) { this.func_181651_a(worldIn, position.add(-1, j3, 0), BlockVine.EAST); } if (rand.nextInt(3) > 0 && worldIn.isAirBlock(position.add(1, j3, 0))) { this.func_181651_a(worldIn, position.add(1, j3, 0), BlockVine.WEST); } if (rand.nextInt(3) > 0 && worldIn.isAirBlock(position.add(0, j3, -1))) { this.func_181651_a(worldIn, position.add(0, j3, -1), BlockVine.SOUTH); } if (rand.nextInt(3) > 0 && worldIn.isAirBlock(position.add(0, j3, 1))) { this.func_181651_a(worldIn, position.add(0, j3, 1), BlockVine.NORTH); } } } } if (this.vinesGrow) { for (int k3 = position.getY() - 3 + i; k3 <= position.getY() + i; ++k3) { int j4 = k3 - (position.getY() + i); int k4 = 2 - j4 / 2; BlockPos.MutableBlockPos blockpos$mutableblockpos1 = new BlockPos.MutableBlockPos(); for (int l4 = position.getX() - k4; l4 <= position.getX() + k4; ++l4) { for (int i5 = position.getZ() - k4; i5 <= position.getZ() + k4; ++i5) { blockpos$mutableblockpos1.set(l4, k3, i5); if (worldIn.getBlockState(blockpos$mutableblockpos1).getBlock().isLeaves(worldIn,blockpos$mutableblockpos1)) { BlockPos blockpos2 = blockpos$mutableblockpos1.west(); BlockPos blockpos3 = blockpos$mutableblockpos1.east(); BlockPos blockpos4 = blockpos$mutableblockpos1.north(); BlockPos blockpos1 = blockpos$mutableblockpos1.south(); if (rand.nextInt(4) == 0 && worldIn.getBlockState(blockpos2).getBlock().isAir(worldIn,blockpos2)) { this.func_181650_b(worldIn, blockpos2, BlockVine.EAST); } if (rand.nextInt(4) == 0 && worldIn.getBlockState(blockpos3).getBlock().isAir(worldIn,blockpos3)) { this.func_181650_b(worldIn, blockpos3, BlockVine.WEST); } if (rand.nextInt(4) == 0 && worldIn.getBlockState(blockpos4).getBlock().isAir(worldIn,blockpos4)) { this.func_181650_b(worldIn, blockpos4, BlockVine.SOUTH); } if (rand.nextInt(4) == 0 && worldIn.getBlockState(blockpos1).getBlock().isAir(worldIn,blockpos1)) { this.func_181650_b(worldIn, blockpos1, BlockVine.NORTH); } } } } } if (rand.nextInt(5) == 0 && i > 5) { for (int l3 = 0; l3 < 2; ++l3) { for (EnumFacing enumfacing : EnumFacing.Plane.HORIZONTAL) { if (rand.nextInt(4 - l3) == 0) { EnumFacing enumfacing1 = enumfacing.getOpposite(); this.func_181652_a(worldIn, rand.nextInt(3), position.add(enumfacing1.getFrontOffsetX(), i - 5 + l3, enumfacing1.getFrontOffsetZ()), enumfacing); } } } } } return true; } else { return false; } } } else { return false; } } private void func_181652_a(World p_181652_1_, int p_181652_2_, BlockPos p_181652_3_, EnumFacing p_181652_4_) { this.setBlockAndNotifyAdequately(p_181652_1_, p_181652_3_, Blocks.cocoa.getDefaultState().withProperty(BlockCocoa.AGE, Integer.valueOf(p_181652_2_)).withProperty(BlockCocoa.FACING, p_181652_4_)); } private void func_181651_a(World p_181651_1_, BlockPos p_181651_2_, PropertyBool p_181651_3_) { this.setBlockAndNotifyAdequately(p_181651_1_, p_181651_2_, Blocks.vine.getDefaultState().withProperty(p_181651_3_, Boolean.valueOf(true))); } private void func_181650_b(World p_181650_1_, BlockPos p_181650_2_, PropertyBool p_181650_3_) { this.func_181651_a(p_181650_1_, p_181650_2_, p_181650_3_); int i = 4; for (p_181650_2_ = p_181650_2_.down(); p_181650_1_.getBlockState(p_181650_2_).getBlock().isAir(p_181650_1_,p_181650_2_) && i > 0; –i) { this.func_181651_a(p_181650_1_, p_181650_2_, p_181650_3_); p_181650_2_ = p_181650_2_.down(); } } } -
Ah oui, il faut modifier un peu le code car Minecraft place la sapling et ensuite fait pousser l’arbre donc soit tu adaptes le code soit tu récupères celui utilisé dans le tuto
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Peut tu essayer de me le faire avec le code que je t’est envoyer plus haut?Merci .