The World Tree is a concept for a single mechanic through which endless surface world can be automatically but slowly propagated outward in a void.
It starts with a World Tree sapling that can be planted on a single block of dirt. When it grows, this tree will also spread a structure of solid root blocks at and slightly below roughly surface level. Note, the preview images are not to be taken as exactly literal, I would prefer a little more randomization and rounding in the shape and size of the root network and placement of saplings.
World Tree saplings can be planted directly on root blocks as well as dirt. And the root structure, at its edges, will automatically have 1-3 saplings planted, with a 1-block deviation on the Y axis from the altitude of the origin sapling. This means that World Trees will perpetually grow and re-plant outward, gradually overtaking the void and creating a new surface world. (Ideally the auto-planting of new saplings would be able to be disabled in a config file for anyone who wants to use the mod in a non-Skyblock capacity.)
Root blocks transform over time, in certain circumstances. Under direct rainfall, root blocks will rapidly transform into grass blocks. And in very low light levels, root blocks will very slowly petrify into stone.
(The player will likely accumulate lots of root blocks, so a 1-to-1 roots to planks crafting recipe would be generous to include.)
The end result is an endlessly expanding and thickly forested surface of grass, with a small layer of stone underneath. The height variance should generate rough hills.
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Other more optional features that would allow greater Skyblock functionality:
A significant chance that World Tree leaves will drop apples.
A small chance that other sapling types, cactus, cocoa beans, or sugar cane will be dropped by World Tree leaves. This could also be implemented as a chance that other sapling types spawn in the place of the World Tree saplings during structure generation.
A chance (smaller than flint from gravel) that the root block will drop potatoes, carrots, beet seeds, pumpkin seeds, or mushrooms.
A chance to generate one or two water source blocks in the bottom of the root structure.
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Things that would preferably be in a config file:
Whether or not growing root blocks replace/destroy other blocks already present in the space the roots are growing into.
Whether or not World Tree saplings are automatically planted at the edges of the roots of grown World Trees (the auto-expansion).
A way to disable the above listed additional Skyblock functionality, of getting seemingly unrelated natural item drops from the World Tree blocks.
Possibly, an option to increase the number of planks craftable from World Tree wood from 4 to 6 or 8.
Possibly, a way to set the probability of apples and World Tree saplings dropping from World Tree leaves.
Possibly, a way to slow or accelerate the rate at which roots in darkness petrify into stone.
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Blocks and items Recap/checklist:
World Tree sapling block. Can be planted on dirt, grass, or World Tree root blocks. Grows into World Tree structure.
World Tree wood block. Craftable into World Tree planks, 1-to-4 ratio.
World Tree leaves block. Drops World Tree saplings and apples. May also drop cocoa beans, sugar cane, cactus, oak saplings, spruce saplings, birch saplings, dark oak saplings, acacia saplings, or jungle saplings.
World Tree planks block. All regular wood planks crafting recipes should apply. For doors/boats/etc, recipe can default to the oak version of the resulting item.
World Tree root block. May drop potatoes, carrots, beetroot seeds, pumpkin seeds, red mushrooms, or brown mushrooms. Under direct rain, transforms into grass block. In low light levels, transforms into stone. Craftable 1-to-1 into World Tree planks.
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This concept is free to use:
I can provide all necessary textures, if so desired. If the coder wants, I can also be a consultant on development decisions. I'm also willing to help beta-test unstable development versions of the mod as needed. But I'm basically putting the idea out there for anyone to use however they want to. I have no expectation to hold sway over any further development. However, I do expect to be told if my idea is used so I can download and use the mod myself.
If anyone has any suggestions on how ores, lava, sand, gravel, and clay could be acquired in this system, go ahead and post them below to be considered by whoever may decide to make the mod.
I personally think that instead of endlessly auto-expanding(as that would cause lag eventually no matter how slow due to how many saplings there'd be after awhile) that this tree should instead grow, creating its little root island, and planting more at the edges ONLY if a certain requirement has been filled by the player before the sapling matures. Example: By default when growing the tree does not make saplings, but if the original sapling was fed EXP by the player before it grows, then it will spawn more saplings dependent on how much EXP was fed(up to a cap).
Rollback Post to RevisionRollBack
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
I have a few suggested enhancements for your idea:
First, that in a mooshroom island biome, roots being rained on turn into mycelium.
Second, since there do exist mods which will automatically plant sapling items which are about to despawn, it seems silly to copy that feature. Instead, make a list of all auto-replant mods which are compatible, and recommend one of them to your users.
Third, to avoid massive lag, I would suggest that root blocks only transform in response to random block ticks, and not have Tile Entities.
Fourth, the most obvious way for players to acquire lava, sand gravel, clay, etc is the Ex Nihilo mod. Botania in Garden of Glass mode also works. There's also Sky Resources. Really, just google "skyblock mod" for lots of options. Then, make a modpack which uses your new worldtree mod plus an auto-replant mod plus your favorite resource gen mod, and tweak the recipies so root blocks become the most important crafting item in the resource gen mod.
I personally think that instead of endlessly auto-expanding(as that would cause lag eventually no matter how slow due to how many saplings there'd be after awhile) that this tree should instead grow, creating its little root island, and planting more at the edges ONLY if a certain requirement has been filled by the player before the sapling matures. Example: By default when growing the tree does not make saplings, but if the original sapling was fed EXP by the player before it grows, then it will spawn more saplings dependent on how much EXP was fed(up to a cap).
For people with slow computers that are prone to lag, I would recommend to decrease the render distance. And if that's not sufficient, disabling the automatic planting of additional saplings is the first and most important thing that will absolutely be in the config file. I'm also trying to keep the mod simple-ish to code, mostly just repurposing mechanics that are already in the Vanilla game.
I have a few suggested enhancements for your idea:
Auto-replanting saplings in the same place is actually not a part of this proposal at all. When the tree grows, it would have new saplings in different places at the edges of its root structure. That's how the outward propagation takes place. So an external mod that replants saplings in the same place would in fact only be a nuisance, since it would make curbing the spread more difficult if the player decided that was necessary.
Also, part of the intent of this mod is to be able to stand on its own. I don't care if people put this mod in a modpack, but I definitely don't want to require a modpack to play it properly. So I do want a means of acquiring most practical resources in this mod, without relying on other mods to fill in large gaps.
I like your first suggestion, and appreciate the third.
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Link to proof-of-concept preview images
Description:
The World Tree is a concept for a single mechanic through which endless surface world can be automatically but slowly propagated outward in a void.
It starts with a World Tree sapling that can be planted on a single block of dirt. When it grows, this tree will also spread a structure of solid root blocks at and slightly below roughly surface level. Note, the preview images are not to be taken as exactly literal, I would prefer a little more randomization and rounding in the shape and size of the root network and placement of saplings.
World Tree saplings can be planted directly on root blocks as well as dirt. And the root structure, at its edges, will automatically have 1-3 saplings planted, with a 1-block deviation on the Y axis from the altitude of the origin sapling. This means that World Trees will perpetually grow and re-plant outward, gradually overtaking the void and creating a new surface world. (Ideally the auto-planting of new saplings would be able to be disabled in a config file for anyone who wants to use the mod in a non-Skyblock capacity.)
Root blocks transform over time, in certain circumstances. Under direct rainfall, root blocks will rapidly transform into grass blocks. And in very low light levels, root blocks will very slowly petrify into stone.
(The player will likely accumulate lots of root blocks, so a 1-to-1 roots to planks crafting recipe would be generous to include.)
The end result is an endlessly expanding and thickly forested surface of grass, with a small layer of stone underneath. The height variance should generate rough hills.
|
Other more optional features that would allow greater Skyblock functionality:
A significant chance that World Tree leaves will drop apples.
A small chance that other sapling types, cactus, cocoa beans, or sugar cane will be dropped by World Tree leaves. This could also be implemented as a chance that other sapling types spawn in the place of the World Tree saplings during structure generation.
A chance (smaller than flint from gravel) that the root block will drop potatoes, carrots, beet seeds, pumpkin seeds, or mushrooms.
A chance to generate one or two water source blocks in the bottom of the root structure.
|
Things that would preferably be in a config file:
Whether or not growing root blocks replace/destroy other blocks already present in the space the roots are growing into.
Whether or not World Tree saplings are automatically planted at the edges of the roots of grown World Trees (the auto-expansion).
A way to disable the above listed additional Skyblock functionality, of getting seemingly unrelated natural item drops from the World Tree blocks.
Possibly, an option to increase the number of planks craftable from World Tree wood from 4 to 6 or 8.
Possibly, a way to set the probability of apples and World Tree saplings dropping from World Tree leaves.
Possibly, a way to slow or accelerate the rate at which roots in darkness petrify into stone.
|
Blocks and items Recap/checklist:
World Tree sapling block. Can be planted on dirt, grass, or World Tree root blocks. Grows into World Tree structure.
World Tree wood block. Craftable into World Tree planks, 1-to-4 ratio.
World Tree leaves block. Drops World Tree saplings and apples. May also drop cocoa beans, sugar cane, cactus, oak saplings, spruce saplings, birch saplings, dark oak saplings, acacia saplings, or jungle saplings.
World Tree planks block. All regular wood planks crafting recipes should apply. For doors/boats/etc, recipe can default to the oak version of the resulting item.
World Tree root block. May drop potatoes, carrots, beetroot seeds, pumpkin seeds, red mushrooms, or brown mushrooms. Under direct rain, transforms into grass block. In low light levels, transforms into stone. Craftable 1-to-1 into World Tree planks.
|
This concept is free to use:
I can provide all necessary textures, if so desired. If the coder wants, I can also be a consultant on development decisions. I'm also willing to help beta-test unstable development versions of the mod as needed. But I'm basically putting the idea out there for anyone to use however they want to. I have no expectation to hold sway over any further development. However, I do expect to be told if my idea is used so I can download and use the mod myself.
If anyone has any suggestions on how ores, lava, sand, gravel, and clay could be acquired in this system, go ahead and post them below to be considered by whoever may decide to make the mod.
I personally think that instead of endlessly auto-expanding(as that would cause lag eventually no matter how slow due to how many saplings there'd be after awhile) that this tree should instead grow, creating its little root island, and planting more at the edges ONLY if a certain requirement has been filled by the player before the sapling matures. Example: By default when growing the tree does not make saplings, but if the original sapling was fed EXP by the player before it grows, then it will spawn more saplings dependent on how much EXP was fed(up to a cap).
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
I have a few suggested enhancements for your idea:
First, that in a mooshroom island biome, roots being rained on turn into mycelium.
Second, since there do exist mods which will automatically plant sapling items which are about to despawn, it seems silly to copy that feature. Instead, make a list of all auto-replant mods which are compatible, and recommend one of them to your users.
Third, to avoid massive lag, I would suggest that root blocks only transform in response to random block ticks, and not have Tile Entities.
Fourth, the most obvious way for players to acquire lava, sand gravel, clay, etc is the Ex Nihilo mod. Botania in Garden of Glass mode also works. There's also Sky Resources. Really, just google "skyblock mod" for lots of options. Then, make a modpack which uses your new worldtree mod plus an auto-replant mod plus your favorite resource gen mod, and tweak the recipies so root blocks become the most important crafting item in the resource gen mod.
For people with slow computers that are prone to lag, I would recommend to decrease the render distance. And if that's not sufficient, disabling the automatic planting of additional saplings is the first and most important thing that will absolutely be in the config file. I'm also trying to keep the mod simple-ish to code, mostly just repurposing mechanics that are already in the Vanilla game.
Auto-replanting saplings in the same place is actually not a part of this proposal at all. When the tree grows, it would have new saplings in different places at the edges of its root structure. That's how the outward propagation takes place. So an external mod that replants saplings in the same place would in fact only be a nuisance, since it would make curbing the spread more difficult if the player decided that was necessary.
Also, part of the intent of this mod is to be able to stand on its own. I don't care if people put this mod in a modpack, but I definitely don't want to require a modpack to play it properly. So I do want a means of acquiring most practical resources in this mod, without relying on other mods to fill in large gaps.
I like your first suggestion, and appreciate the third.