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Tree Packs: Jocodes
The jo_codes
folder contains .txt files (not JSON!) that store multiple codes for each species to be used during world generation.
Each file can contain any number of codes, but it is recommended that there is around 20 codes for each available radius (from 2 to 8).
The radius of a jocode is the maximum distance the tree spreads from the center block, and is a key part of how Dynamic Trees world generation works.
To know more about how jocodes work visit this page.
The jocode txt file has to have the exact name of the species the codes are from. For example the codes for the tall_birch
species are in tall_birch.txt
.
Each code has to be in its own line, and prefixed by the radius. For example: 2:JJJKJx7
for a radius 2 jocode.
As jocodes are encoded in base64, they are not meant to be understood or decoded by humans. Instead, codes can be generated in-game from existing tree structures.
The best and most consistent way of generating the jocode file for a particular species is by using Growth Chambers. This system will conveniently generate an output that is already formatted for use in a jocode txt file.
Alternatively, trees can be grown in the world or built by hand, and then the Woodland Staff can be used to obtain the code of that tree. After right clicking, the code will be automatically copied to your clipboard and can be pasted anywhere else.