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ResourcesTrees

Resources Trees provide you a new way to generate resources such as iron, gold, and diamond.

Modrinth economy game-mechanics

Описание

# 🌳 ResourcesTrees **Grow your resources — no mining required.** ResourcesTrees adds resource-producing trees to Minecraft. Plant specialized saplings, tend your farm, and harvest valuable materials — from iron and diamonds to mob drops, essences, and more. Every combination of a **resource type** and a **tree shape** generates its own unique sapling, leaves, and leaf fragments. ## ⚡ Features - 🌱 **47+ Resource Types** — Iron, diamond, netherite, coal, gold, sculk, mob essences, dyes, and many more. - 🌲 **8 Tree Shapes** — Oak, Spruce, Birch, Jungle, Acacia, Dark Oak, Cherry, and Pale Oak. Each resource type grows as every tree shape. - 🛠 **Fully Config-Driven** — Add your own custom resource types and tree types by dropping JSON files into the config folder. No datapacks or coding required. - 🪓 **Tree Simulator** — Automate resource production without planting trees in the world. Insert a sapling and an axe, and let it run. - 🧩 **Plugin API** — Mod developers can register custom resource types and tree types in code via the `IResourcesTreesPlugin` interface. - 🌍 **Seamless Integration** — Works in vanilla survival, modpacks, and skyblock-style worlds. ## 📖 How It Works 1. **Craft a resource sapling** — surround a vanilla sapling with the resource material in a `+` pattern at a crafting table. 2. **Plant it** on grass or dirt, just like a normal sapling. 3. **Let it grow** — it uses the vanilla tree structure for its tree type. 4. **Break the leaves** to collect **Leaf Fragments** and occasionally a new sapling. 5. **Craft leaf fragments** back into raw resources using shaped recipes. 6. **(Optional) Use the Tree Simulator** to automate the whole process with no trees needed. ## 🪓 Tree Simulator The **Tree Simulator** block automates resource production. Place a resource sapling in the input slot and an axe in the axe slot — it will produce resources on a timer. The axe type determines the speed multiplier: | Axe | Speed Multiplier | |---|---| | Wooden | 1× | | Stone | 2× | | Iron | 3× | | Diamond | 4× | | Netherite | 5× | | Golden | 6× | Axe speed values are fully configurable in `config/resourcestrees/axe.json`. ## 🧩 For Modpack Makers — Custom Types Drop JSON files into your config folder to register new resource types or tree types — no code required. **`config/resourcestrees/resources_type/ruby.json`** ```json { "name": "ruby", "material": "minecraft:redstone", "color": -3342336, "saplingDropChance": 0.1, "leafDropChance": 0.2, "treeSimulatorTicks": 1400 } ``` **`config/resourcestrees/tree_type/oak.json`** ```json { "name": "oak", "treeGrowerName": "oak", "saplingTexture": "minecraft:block/oak_sapling", "leavesTexture": "minecraft:block/oak_leaves", "originalSapling": "minecraft:oak_sapling", "originalLeaves": "minecraft:oak_leaves", "log": "minecraft:oak_log" } ``` ## 🔧 For Mod Developers — Plugin API Implement `IResourcesTreesPlugin` and register it via `ServiceLoader` to add resource types and tree types in code. ```java public class MyPlugin implements IResourcesTreesPlugin { @Override public void registerResourcesType(IResourcesTypeRegistry registry) { registry.register(new ResourcesType.Builder("ruby", Items.REDSTONE, 0xFFCC0000) .saplingDropChance(0.1f) .leafDropChance(0.2f) .treeSimulatorTicks(1400)); } } ``` > ⚠️ The Plugin API is experimental. Use config files for stability. ## 🔗 Links - 📚 **Wiki:** [resourcestrees.coolerpromc.com](https://resourcestrees.coolerpromc.com/) - 🐛 **Issues & Suggestions:** [GitHub Issues](https://github.com/CoolerProYT/Resources-Trees/issues) - 💻 **Source Code:** [GitHub Repository](https://github.com/CoolerProYT/Resources-Trees) - 💬 **Community & Support:** [Discord](https://discord.gg/hvFfqsqQm8)