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Are you looking to create an epic fantasy landscape but the vanilla trees just don't cut it in terms of scale? Well, this data pack allows you to grow trees to sizes well beyond what's possible with vanilla world gen.
To grow this tree you must look for a mystical sapling. These saplings are obtained by brushing suspicious gravel and sand in pyramids, wells, ruins etc. You cannot remove the sapling after placing it somewhere, so choose wisely. It will grow into a massive tree after a long time. The tree's height will vary, some will reach above the clouds and some only 50 blocks.
How to generate the tree in creative:
Type this command, otherwise the tree will not generate in its entirety if it is too big:
/gamerule maxCommandChainLength 1000000, or/gamerule max_command_sequence_length 10000000, in the latest version
Generate the tree by providing your own parameters using this command:
function xz:generate_tree {branch_length: 10, max_branch_per_segment: 2, min_branch_per_segment: 1, branch_start_height: 2, max_consequtive_0segments:1, generate_branch_chance: 70, trunk_radius: 2, wood_block: "spruce_log"}
or, if you want the default tree:
function xz:generate_tree_default
How the tree generates:
The tree is composed of segments that build on top of each other, each consecutive segment gets thinner the further away from the root you get. Each segment has a configurable chance to generate a configurable number of branches, and each branch will have more branches iteratively. Finally, leaves are generated at the last segment of all branches.
Parameters:
branch_length: determines the length of each branch or trunk segment.
max_branch_per_segment: Must be one more than min_branch_per_segment, determines the uppermost number of branches possible on a segment * 2 - 2, so max_branch_per_segment = 4 will generate a maximum of 6 branches per segment (which is way too many).
min_branch_per_segment: determines the minimum number of branches generated per segment * 2.
branch_start_height: specifies the minimum height from the ground in the number of main trunk segments until branches start generating.
max_consequtive_0segments: specifies the maximum number of consecutive branch segments of radius 0 (single block columns). Maximum 7.
generate_branch_chance: determines the chance that an individual branch will generate. (Adds a bit more randomness to the branch generation)
trunk_radius: the radius of the initial base trunk. 0 = 1 block column, 1= 9 block square, 2 = big tree already, 3 = massive (up to build limit), 4 = time to reduce branches, 5 = ..., 6 = !!!
wood_block: the block used for the branches/trunk.
I hope you enjoy the data pack. If you intend on publishing creations built using this data pack, please leave credit, thanks!
To grow this tree you must look for a mystical sapling. These saplings are obtained by brushing suspicious gravel and sand in pyramids, wells, ruins etc. You cannot remove the sapling after placing it somewhere, so choose wisely. It will grow into a massive tree after a long time. The tree's height will vary, some will reach above the clouds and some only 50 blocks.
How to generate the tree in creative:
Type this command, otherwise the tree will not generate in its entirety if it is too big:
/gamerule maxCommandChainLength 1000000, or/gamerule max_command_sequence_length 10000000, in the latest version
Generate the tree by providing your own parameters using this command:
function xz:generate_tree {branch_length: 10, max_branch_per_segment: 2, min_branch_per_segment: 1, branch_start_height: 2, max_consequtive_0segments:1, generate_branch_chance: 70, trunk_radius: 2, wood_block: "spruce_log"}
or, if you want the default tree:
function xz:generate_tree_default
How the tree generates:
The tree is composed of segments that build on top of each other, each consecutive segment gets thinner the further away from the root you get. Each segment has a configurable chance to generate a configurable number of branches, and each branch will have more branches iteratively. Finally, leaves are generated at the last segment of all branches.
Parameters:
branch_length: determines the length of each branch or trunk segment.
max_branch_per_segment: Must be one more than min_branch_per_segment, determines the uppermost number of branches possible on a segment * 2 - 2, so max_branch_per_segment = 4 will generate a maximum of 6 branches per segment (which is way too many).
min_branch_per_segment: determines the minimum number of branches generated per segment * 2.
branch_start_height: specifies the minimum height from the ground in the number of main trunk segments until branches start generating.
max_consequtive_0segments: specifies the maximum number of consecutive branch segments of radius 0 (single block columns). Maximum 7.
generate_branch_chance: determines the chance that an individual branch will generate. (Adds a bit more randomness to the branch generation)
trunk_radius: the radius of the initial base trunk. 0 = 1 block column, 1= 9 block square, 2 = big tree already, 3 = massive (up to build limit), 4 = time to reduce branches, 5 = ..., 6 = !!!
wood_block: the block used for the branches/trunk.
I hope you enjoy the data pack. If you intend on publishing creations built using this data pack, please leave credit, thanks!
| Compatibility | Minecraft 1.21 |
| Tags |
3 Update Logs
Update #3 : by JKuantamechanic 02/14/2026 10:55:45 pmFebruary 15 @ 3:55 am UTC
Fixed for the latest snapshot.
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