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Suggestion: More Neighbor / Structure capability #16

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@Dust-Pile

Describe the Addition

I have a couple of suggestions related to a file I'm making. the point of it is to extend natural trees into the ground. I know it's not entirely in the scope of the mod as intended, but I thought I'd mention anyways.

Basically three features would make this easier / possible:

  • Ability to use "*" as a wildcard for any. Would make excluding structures much easier.
    • This would let me do "not":{"structures":"*"}
  • Ability to use tags and/or lists for neighbor checks ( otherwise my only option is to make a ton of different filters which I'm sure is laggy... )
  • Ability to use the input ID as a macro. Like "inputs": [], "neighbors": { "up": "$input" }

This would let me use this script:

{
        "inputs": [ "#minecraft:logs" ],
        "output": "$input",
        "state_properties": {
            "axis": "y"
        },
        "keep_state": true,
        "neighbors": {
            "up": "$input",
            "down": "#bloodandbeauty:tree_plantable"
        },
        "additional_blocks": [
            {
                "output": "$input",
                "y_offset": -1,
                "output_state_properties": {
                    "axis": "y"
                },
                "not": {
                "neighbors": {
                    "north": "#bloodandbeauty:tree_plantable",
                    "south": "#bloodandbeauty:tree_plantable",
                    "east": "#bloodandbeauty:tree_plantable",
                    "west": "#bloodandbeauty:tree_plantable"
            }
                 }
            }
        ],
        "not": {
            "structures": [ "*" ]
        },
        "retrogen": false,
        "player_blocks": false,
        "dimensions": [ "minecraft:overworld" ]
    }

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