Mods / Florasphere (plant and worldgen)

Category: #Cosmetics #Tweak #Worldgen
Author: Pafnutiy
Side: Both
Created: Dec 17th 2023 at 11:07 AM
Last modified: Jan 21st at 5:34 PM
Downloads: 3006
Follow Unfollow 115

Latest file for v1.20.1:
florasphere_1.0.4.zip 1-click install


Florosphere is the new name of that mod that was known as History of Existence.

The mod changes the worldgen to make the "nature" in the game more realistic. It changes the generation of trees, bushes, but does not change the terrain. It also adds 7 new 'normal' tree types and smaller versions of each tree type (including vanilla trees), 10 bush types (and a new 'bush trunk' block) and a palm tree. In addition, the Cranberry and Blueberry bushes have been made much smaller than a block to more closely resemble the normal appearance of these plants in nature.

Content:

New "normal" trees:

  • Spruce is a tall coniferous tree. The wood is dark (not realistic, will be redone in future versions when a tree that has dark wood in real life is added). It grows in cold climates. The special shape of the leaves block.
    Fir is a tall coniferous tree. The wood is light. It grows in cold and temperate climates. The special shape of the leaves block.
    Aspen is a small deciduous tree. The greenish shade of the wood. It looks like a birch. It grows in a normal climate.
    Beech is a large tree that grows in moist and warm areas.
    Shorea (Shorea robusta and others) is a large tropical tree (also 2x2). With light pink wood. It grows in tropical climates.
    Limba (Terminalia superba and others) is a tall tropical tree. It grows in tropical climates. The wood is light.
    Baobab is a large (2x2, 3x3 and rarely 4x4) but low tree. It grows in the savannah and is rare. The wood is orange and porous.)

Small tree:

All trees have small versions. They have a trunk smaller than a block, like a green cypress. The tree itself is also small, often 4-8 blocks high. We can assume that this is a bush. Small versions of trees are sometimes generated in forests, but more often grow in fields, creating shrubby thickets.

Bushes:

  • Dwarf pine - forms impenetrable thickets in the north.
  • Juniper - in taiga, or dry places.
  • Willow - Grows along banks in temperate climates.
  • Alder buckthorn - Temperate broadleaved forests. There's a slight inaccuracy in the game, it's translated as buckthorn.
  • Blackthorn - temperate climate, edible seeds.
  • Saxaul - grows in "cold" deserts, the acacia analog for temperate climates.
  • Tree heather - grows in the dry subtropics.
  • Laurel - grows in the humid subtropics.
  • Combretum - grows in savannahs.
  • Macaranga is a tree (shrub) of the Pioneer species (a hint of deforestation by a previous civilization), native to the tropics.

Other:

The new foliage unique shape for larch, spruce and fir.

A new shape for blueberry and cranberry bushes. Now they are lower and smaller.

 

Translations into Russian, Ukrainian (epic_fish), English and Deutsch (PresetM). 

Worldgen (Terrestrial Ecosystem):

This mod changes the look of terrestrial ecosystems quite a bit. Each natural area has its own characteristics for life, and its own "microbiomes". A rough and imprecise list (every terrestrial ecosystem has many different types of forest from different trees, fields and whatnot):

  • Arctic: the temperature is less than -18. There are no trees, blocks of snow and ice.
  • Tundra: temperature -17/-10. Rare small larches and spruces.
  • Taiga: Temperature -10/0. There are many larches, spruces, and pines here. Fir trees grow where it is warmer than -5.
  • Mixed coniferous forest: Temp 0/+10. Where there is little rain, pines and birches grow. Where there is a lot of rain - spruce, fir, aspen. Maple and oak also grow in warmer places.
  • Temperate deciduous forest: Temp 10/15. There are many oaks, maples and walnuts growing here, not so many aspens and birches. Maybe a few firs and pines. The crimson king maple grows here!
  • Subtropics: temp 15/24. Where there is a lot of rain forests of walnut, oak, bamboo, kapok. The swamp cypress grows here! In places with little rain, there are thickets of small oak, small walnut and cypress. Sometimes there are groves of redwood and pine.
  • Jungle: temp 24 and more. The rain is 150 and more. Forests of kapok, shorea, limba, bamboo, tree fern.
  • Savanna: temp 24 and more. The rain is 150 or less, there are many acacias and rare groups of baobabs. Where there is very little rain, there is a desert.
Changelog:

Florasphere 1.0.1: 

  • Updated to version 1.20, new wood roof blocks and more
  • Added date palm, and related blocks (no wood of its own, dates are only used as seeds)
  • Reworked the natural zones and tree habitats again, with special attention paid to the northern regions
  • Added several new tree shapes
  • Replaced the textures of the leaves of buckthorn and blackthorn, the trunk of buckthorn is now slightly darker
  • Acacia bushes no longer appear in the world
  • The shape of most of the bush blocks has been redesigned
  • The number of caribou in the tundra is back to normal (removed the patch that changes the deer spawn)

1.0.0:

  • Wildcraft Compatibility.
  • Once again reworked world generation (trees, bushes, grass, flowers, mushrooms, soil, animals).
  • Beech is a new tree and grows in wet and warm forests.
  • Translation into Deutsch (Thanks to PresetM)
  • Removed "thick branches" in the shapes of branch foliage

0.0.3:

  • Version only for 1.19.
  • Fixed crash when breaking branchy leaves in 1.19
  • Fixed black texture at bottom on bush blocks.

0.0.2:

  • Version only for 1.18. In 1.19 crash when breaking branchy leaves.
  • Added bushes. 10 species: dwarf pine, juniper, willow, buckthorn, blackthorn, saxaul, tree heather, laurel, combretum, macaranga.
    • Bush blocks: leaves, branching leaves and bush (bush trunk).
    • Generation of all bushes.
  • The generation of trees has been slightly modified.
  • The texture of the limba bark is smoothed.
  • Less wood and sticks to drop from foliage and branching foliage. From small logs drop 1 firewood instead of 3.
  • Translation into Ukrainian.
  • Fixed saplings (not growing) and tree seed shapes.
  • ...

0.0.1:

  • Replaced tree generation with a new, more interesting one.
  • Added 6 new types of trees: Spruce, fir, aspen, shorea, limba and boabab.
  • Added smaller versions for each tree type (including vanilla trees).
  • The new foliage shape for branchy foliage, and a unique shape for larch, spruce and fir. Drops: more firewood and sticks.
  • A new shape for blueberry and cranberry bushes. Now they are lower and smaller.
  • ...

Translated with DeepL.com (free version). I don't know English well, please report me any grammatical errors :-)

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.4 247 Jan 21st at 5:34 PM Show florasphere_1.0.4.zip Install now
v1.0.3 205 Jan 14th at 9:03 PM Show florasphere_1.0.3.zip Install now
v1.0.2 188 Jan 11th at 7:50 AM Show florasphere_1.0.2.zip Install now
v1.0.1 117 Jan 9th at 7:59 PM Show florasphere (pre)_1.0.1.zip Install now
v1.0.0 622 Aug 1st 2024 at 4:03 PM Show HistoryOfExistence_1.0.0.zip Install now
v0.0.3 907 Jan 14th 2024 at 6:19 AM Show History of existence_0.0.3.zip Install now
v0.0.2 385 Dec 30th 2023 at 8:32 AM Show History of existence_0.0.2.zip Install now
v0.0.1 313 Dec 17th 2023 at 6:47 PM Show history of existence_1.0.0.zip Install now

71 Comments (oldest first | newest first)

💬 PafnutiyAuthor, 3 days ago

This was done intentionally because blueberry and cranberry bushes have become about five times more common Annastasija

💬 Annastasija, 3 days ago

The blueberry and cranberry bushes are only dropping one berry each now. 

💬 HereticHazel, 6 days ago

When enabled alongside Vanilla Variants, you can craft firewood without an axe

💬 PafnutiyAuthor, Jan 22nd at 9:29 AM

I'll add your French translation in an upcoming update. Thanks for your work! Mokradin

I looked at your mod, it's well done! I realise that a beech would be very useful, and I think you don't want to make your mod dependent on florasphere or Wildcraft: trees and shrub (there is a beech there too). So you can copy the beech from my mod for now, and then modify it as you like. If you want, I can help you a bit by providing ready-made files that add just the beech. Buggi

💬 Mokradin, Jan 21st at 7:22 PM

Could you look at your github page please ? I have translated the mod in french. I'm a github newbie, so i hope i made it correctly. πŸ˜ƒ

💬 Buggi, Jan 21st at 7:19 PM

Do you have a unique wood log block for your Beech? I was wanting to add Beech trees for Vintage Engineering as its the favored wood to make Wood-Tar Creosote, but haven't had the time to dive into adding my own tree gen, and I see you've really mastered it.

💬 PafnutiyAuthor, Jan 21st at 5:43 PM

Should be fixed in version 1.0.4. In this version the mod stopped changing the generation of soil and other surface blocks altogether.
The error was caused by the fact that I wanted to make more territory for the tundra, north of the taiga.
And the values in the block generation files hint that the minimum average annual temperature is -30, but it's actually -20. And the northern border of the tundra is not -18 again, but -15 (like in the vanilla game).

Naxdar

💬 Naxdar, Jan 18th at 3:12 PM

Found an issue, the mod generates barren soil over ice blocks in cold/frozen areas. It looks weird and causes too much vegetation to be present at polar latitudes.

💬 PafnutiyAuthor, Jan 15th at 3:43 PM

Oh, the update to wildcraft: fruits and nuts all changed something in the files again. For now, just try deleting flora/patches/worldgen/wildcraftfruit-patch-for-vanillaberrypatches.json. Nikolashka

💬 Nikolashka, Jan 15th at 9:53 AM

Hello, after updating Wildcraft and Herbarium I can neither enter an existing world nor create a new one. Removing your mod solves the problem. When loading with Florasphere installed I get this error:

[Error] Patch 1 (target: wildcraftfruit:patches/vanilla_berry_patches.json) in flora:patches/worldgen/wildcraftfruit-patch-for-vanillaberrypatches.json failed because supplied path /behaviorsByType/*-ripe/0/properties/harvestedStack/quantity/avg is invalid: The json path /behaviorsByType/*-ripe/0/properties/harvestedStack/quantity/avg was not found. No such element 'behaviorsByType' at the root path
[Error] Patch 0 (target: game:worldgen/treegen/yew.json) in flora:patches/worldgen/yew.json failed because supplied path /0/sizeMultiplier is invalid: The json path /0/sizeMultiplier was not found. No such element '0' at the root path

💬 PafnutiyAuthor, Jan 15th at 6:58 AM

In version 1.0.3 I most likely fixed the bug that clay didn't appear in infertile soil. Kirch RollForWizards Dray

💬 Kirch, Jan 15th at 12:01 AM

Dray on which lines I have to change those settings

💬 RollForWizards, Jan 12th at 7:17 PM

Can confirm Red Clay, at least, is vanishing from spots in the world with this mod. Tried a world with a specific seed without the mod and found red clay; remade the same world, same seed, with this mod, and found nothing but barren soil.

💬 Vilderos, Jan 12th at 5:27 AM

Thank you for removing the thick branches. such a beautiful mod

💬 Dray, Jan 11th at 9:51 PM

Thanks. I'm definitely seeing less clay. Thought it might have been the combination of this mod with Terra Prety and Rivers but I've tried it without and still saw less.

Edit: I tested this again. Found red clay in a world without this mod. Loaded up a world with the same seed, worldgen settings, and this mod, no red clay at the location, only barren soil.

Edit 2: appears blocklayers.json is missing soil-medium/low-sparse/verysparse entries which is where red clay generates. Adding these lines back in fixed the issue for me

{ minTemp: -4, minRain: 0.33, minFertility: 0.5, blockCode: "soil-medium-normal" },
{ minTemp: -7, minRain: 0.19, minFertility: 0.5, blockCode: "soil-medium-sparse" },
{ minTemp: -10, minRain: 0.12, minFertility: 0.5, blockCode: "soil-medium-verysparse" },
 
{ minTemp: -4, minRain: 0.33, minFertility: 0.25, blockCode: "soil-low-normal" },
{ minTemp: -7, minRain: 0.19, minFertility: 0.25, blockCode: "soil-low-sparse" },
{ minTemp: -10, minRain: 0.12, minFertility: 0.25, blockCode: "soil-low-verysparse" },
💬 PafnutiyAuthor, Jan 11th at 6:16 PM

Dray

The mod does not change the clay in any way. But the mod reduces peat drops, but makes peat VERY common in very wet regions.

Mossywildviolets

I checked, the mod works with floral zones, however it is only basic compatibility. The floral zone trees can sometimes get out of place, and be out of place in some of the ‘biomes’ of my mod. In the future, I would like to tweak their generation to better fit the climate zones of my mod.

💬 Mossywildviolets, Jan 11th at 5:58 PM

Pafnutiy

Okay thank you so much!

💬 Dray, Jan 11th at 5:51 PM

Does this mod change the generation of clay and peat? Seem to be finding a lot less of these resources when testing this mod.

💬 PafnutiyAuthor, Jan 11th at 4:57 PM

Compatibility with Wildcraft: trees and shrubs. These mods in general are made in such a way that there is almost no conflict. Now I only changed the generation of some trees when they are inappropriate in some natural area, and manually prohibited the appearance of those trees, duplicates of which are in my mod (beech, spruce, fir, small birch and small larch, maybe I forgot some more). It seems weird to me to have duplicates of the same trees, but I might not completely remove trees from wildcraft, just make them rare enough. I don't know which is the best way to do it yet. 

Maybe it won't work with floral zones, but there should be no conflicts with the other named mods. But I haven't tested it yet. If you will test it, please report the result.

Mossywildviolets

💬 Mossywildviolets, Jan 11th at 3:20 PM

Hi this looks like a really cool mod but I was wondering if you could answer a few questions please? I read this is Wildcraft compatible but do the plants that have the same name still spawn? With the worldgen changed are all wildcraft plants still able to spawn? And is this compatable with the floral zones series, wildgrass, mycodiversity, and salt and sands?

💬 PafnutiyAuthor, Jan 11th at 7:11 AM

batydoo

I'm happy that you like this mod.
The fact that you can't get wood from small logs is done intentionally. I think they are too small to make good boards from them. And it adds a special challenge for survival in the tundra, where there are only larch trees with small trunks.
I also want to come up with different uses for regular and small logs in the future. I also don't want to add wood to bushes that have small logs. Adding a new type of wood is a lot of work, a lot of textures and blocks. Wildcraft: trees and shrubs does it much better than I do, and we are all waiting for it to update to 1.20. (Wildcraft and Florashpere are compatible).

However you can post the json file, I think there will be players who want to play with it. You can also do it as a mod that requires florashpere to work, I'd be only too happy to.

💬 batydoo, Jan 11th at 12:48 AM

I love this mod its so pretty!
I made a edit for my game to allow crafting of normal logs from the small version so there is more use for them beyond firewood. I am sad there is no usable wood for willow trees i would love you to add proper willow trees in the future with its own woodtype.

if you wish to have the json file for the crafting recipe i would be happy to give it to people.

💬 PafnutiyAuthor, Jan 10th at 9:28 PM

Okay, I'll balance the berries. The cranberry and blueberry bushes will still grow a lot, but I will reduce the number of berry drops per bush. Cigales

Are there any other observations? Maybe too much horsetail, or mushrooms? 

💬 Cigales, Jan 10th at 7:11 PM

I really liked the tree models, but not much of the features. imo, more fruit bushes makes it very easy to survive.

💬 ItsLegDay, Dec 11th 2024 at 6:05 AM

Had a high speed fly through in creative in 1.20.pre13 and the trees seem to be doing fine on generation, havent chekced any recipes or interactions yet tho :^) 

💬 PafnutiyAuthor, Sep 7th 2024 at 7:55 PM

Hello. I'm sorry, but I didn't have time to update the mod while I could do so. I'm currently traveling and can't work on the mod. And I don't know when I will be able to continue development. Viceroy

💬 PafnutiyAuthor, Sep 3rd 2024 at 11:03 AM

Hello Viceroy. Oh, Wildcraft trees have released a new version. Most likely everything will work, only the appearance of new wildcraft trees is not configured, but I haven't tested yet, wait a few days until I update. As far as I remember, I removed only beech, fir and small birch and larch trees, duplicates of which are in my mod. The rest of the trees I could only make more rare. I didn't change fruit trees, but I did change berries (dwarf pine and juniper are very rare because they are in my mod) and herbs. I can't give you the details yet because I can't remember everything, but I'll be sure to make a list someday.

💬 Viceroy, Sep 2nd 2024 at 6:58 PM

Hello, do you have a list on you containing which one of the wildcraft trees, bushes, and fruit trees this mod does not generate? Is it like a lot that is missing? Really cool mod I like how the forests look more realistic. Good job there. My only concern right now how many wildcraft species I can expect not to appear in the world so I can weight my options. Would be unfortunate to be missing many fruti trees for example.

Thanks for the answer.

💬 PafnutiyAuthor, Aug 23rd 2024 at 8:15 AM

Vinter_Nacht

Hello. Yes, History of Existence uses Vanilla tree gen. In Dappled Groves is a great mod and I wish they were compatible, but unfortunately I haven't figured out how to do it. There are no critical bugs, but stumps only appear in spruce and beech, and do not appear in other trees. I think this is because IDG is compatible with Wildcraft-trees, which has both beech and spruce.
Also, some blocks are missing texture and small trunks cannot be chopped for firewood.

It would be great if you could add History of Existence compatibility with IDG, and I'm willing to help a bit with that.

💬 DUCATISLO, Aug 5th 2024 at 9:24 PM

gg

💬 Vinter_Nacht, Aug 3rd 2024 at 8:38 PM

Is it safe to assume you're using vanilla treeGen to generate your trees, and have changed the parameters of the trees?  Assessing for In Dappled Groves compatibility.

💬 Hydromancerx, Aug 1st 2024 at 6:17 PM

Pafnutiy

Well the mod requires modders to whitelist their plants and animals with region tags. It is not too hard to patch. I recomend it. For instance your Baobab would need the Atlantic Afrotropic and Eastern Afrotropic tags.

💬 PafnutiyAuthor, Aug 1st 2024 at 5:20 PM

I didn't test it Hydromancerx

💬 Hydromancerx, Aug 1st 2024 at 4:50 PM

Is this compatable with the Biomes mod?

💬 PafnutiyAuthor, Aug 1st 2024 at 4:38 PM

Dekkan  Annastasija  LeNi99

Version 1.0.0 has been released.
Wildcraft compatibility and redesigned world generation.

Sorry for such a long delay with the new version, studying and hiking take a lot of time.
This is a "raw" version, I just posted what was already ready. Unfortunately, I don't have time right now to further improve and polish the world generation and look for bugs. Hopefully I'll be able to tackle the mod after the summer is over. 

💬 Dekkan, May 14th 2024 at 1:15 AM

If there is an update timeframe I'd love to know for mod compatibility projects.
Pafnutiy

💬 Annastasija, Apr 2nd 2024 at 4:21 AM

Did the patch for wildcraft happen yet?

💬 PafnutiyAuthor, Feb 29th 2024 at 9:04 AM

Hi. Compatibility with all Wildcraft modules will be in an upcoming version! Wait for another 1 or 2 weeks. LeNi99

💬 PafnutiyAuthor, Feb 29th 2024 at 8:59 AM
💬 LeNi99, Feb 28th 2024 at 11:43 PM

Hi, I noticed if u use both wildcraft trees and this mod this happens: https://imgur.com/a/2ePZ4Qs

dunno if I should be even using both since it adds some simillar trees.

Honestly I like this mod more but could be nice if I could run both

💬 PafnutiyAuthor, Jan 30th 2024 at 9:36 PM

Well, I'm free again and can work on the mod. Thanks for the feedback and bug reports.

I haven't changed the tule plant spawn yet, but if the mod really breaks it, I'll try to fix it. Apuru

"Does this mod also replace how and where the game generates forests, or does it only change the type of trees that it picks?" - Yes, the mod changes the whole forest generation a lettle bit.

Edit: Clarification: this mod doesn't change how noise creates a map from the values "forest", " shrub", "rain", but it does change the shape of the trees a lot, as well as the conditions in which any given tree grows. Retsof

 

💬 Retsof, Jan 28th 2024 at 12:48 AM

It looks the mod's trees have rough hewn fence variants, but no crafting recipes for them

💬 Apuru, Jan 24th 2024 at 12:11 AM

Retsof

That's technically true, but it's a lot faster to craft thatch roofs from a couple of Tule harvests vs stacks and stacks of hay bales. It's still a lot more annoying compared to just enabling Tule to spawn properly again--assuming that's a common issue.

💬 Retsof, Jan 23rd 2024 at 1:57 AM

Apuru

I'm pretty sure you can still use hay bales for thatch roof...

Pafnutiy

Does this mod also replace how and where the game generates forests, or does it only change the type of trees that it picks?

💬 Vilderos, Jan 21st 2024 at 9:29 AM

Thank you for this mod! The forests feel soo much nicer now. I love everything you have added, except the cross shaped "large branches" in branchy foliage. I think the foliage would look better without them

💬 Apuru, Jan 18th 2024 at 4:48 PM

Hi, I've noticed whilst testing your mod that early game Tule spawns (necessary for Thatch, which is necessary for primitive roofing) don't seem to spawn--if at all. Exploring from world spawn, I have struggled to find any Tule spawns even flying via Creative and crossing continents, but when I turn your mod off, I immediately find it.

I'm not sure if this is a specific design choice--that Tule spawns in one of the new organized biomes--or if this is an oversight in the mod's terrain generation, but I felt I should report it as it makes early game building a lot less enjoyable in its current state.

Thank you for your mod! Tree gen in this game is probably one of its worst flaws, so I appreciate the steps you're taking to improve it.

💬 NukoSan, Jan 17th 2024 at 9:49 PM

Are there any compatibility issues with Wildcraft? +1 for the Primitive survival compatibility :-)

💬 PafnutiyAuthor, Jan 15th 2024 at 8:26 PM

PresetM

Thank you so much for this! You can send the files to me at kosmotim08@gmail.com.
I will update the translations in version 0.0.4, (in about 2 weeks).

💬 PresetM, Jan 15th 2024 at 12:33 PM

I love the small cranberry and blueberry bushes. πŸ‘

And I have done a German translation and correct the English language file ('buch' to 'bush' and some others). How can I send you both files (I'm not part of any social network, btw.)?

💬 xAzural, Jan 14th 2024 at 2:06 PM

Can confirm it was uploaded properly this time. Also seems to have infact fixed the branchy leaves from crashing the game. Well done!

💬 PafnutiyAuthor, Jan 14th 2024 at 6:23 AM

Oh... I hope it works the fourth time now. Thanks for your patience. 0.0.3 only in 1.19!

💬 xAzural, Jan 14th 2024 at 3:06 AM

Something definitley went wrong on the upload for 0.0.3 or just "v" lol

 

💬 RikeiR, Jan 13th 2024 at 11:39 PM

History of existence_0.0.3.zip is 0kb.

💬 PafnutiyAuthor, Jan 13th 2024 at 8:22 PM

Unfortunately I'm not a modding expert, and I don't know how to fix this. Maybe you need to change something in modinfo, but I do not know what it is. If you can fix it - send me the fixed file.
In any case, I would not recommend playing with my mod in important worlds, it is still in development. 

DEMMERS

💬 Shadowise, Jan 13th 2024 at 7:51 PM

Thank you, Pafnutiy!

💬 DEMMERS, Jan 13th 2024 at 7:44 PM

Mod isn't downloading to the client from the server, making usage on a server impossible. Unless I have clients download it manually which is a pain. Any idea what can be done?

💬 PafnutiyAuthor, Jan 13th 2024 at 7:17 PM

Yeah, that's the new version. Thanks, I was in such a hurry I didn't notice. It's fixed now. Shadowise

💬 Shadowise, Jan 13th 2024 at 6:16 PM

Hello, Pafnutiy, the zip file for the new version (0.0.3) still says "0.0.2". Just wanted to make sure it's actually the new update file. Thank you!

💬 PafnutiyAuthor, Jan 13th 2024 at 3:26 PM

The new version is released. Fixed crash with branchy leaves and black texture of bushes. MimiKitty Leozin WickedSchnitzel

💬 PafnutiyAuthor, Jan 13th 2024 at 11:15 AM

Oh... I will try to release a new version with a fix as soon as possible. 

MimiKitty Leozin

💬 MimiKitty, Jan 9th 2024 at 7:27 AM

had to remove as well. same crash as Leozin

💬 Leozin, Jan 3rd 2024 at 1:26 AM

I can't use the mod, Whenever I break branchy leaves the game crashes. I tried disabling all my mods but this one and the same happens.... I'm using 1.19pre

💬 Hemril, Dec 31st 2023 at 6:17 PM

I do like the style, though it does give a notable performance hit in forests, obviously.

Also buch -> bush, for spelling.

💬 WickedSchnitzel, Dec 30th 2023 at 10:05 AM

I have noticed in v0.0.2:
- Willow buch & Buckthorn buch (maybe some others as well?) do have a black texture on one of their branches (downside)
- Also lots of z-fighting on these

💬 PafnutiyAuthor, Dec 26th 2023 at 12:16 PM

Okay, compatibility with Primitive Survival will be in the future. Thanks.

ab9898

💬 ab9898, Dec 23rd 2023 at 4:28 PM

Hey. Really like the mod. I think there is a compatability issue with Primitive Survival. I cant craft the "Smoker" with any wood types while this mod is active. But deactivating this mod allows me to craft it. Then reactivating this mod allows the use of the "Smoker". Just thought you should know. Thanks for the mod. Trees lok great.

💬 PafnutiyAuthor, Dec 18th 2023 at 4:57 PM

1: Π‘ΠΊΠΎΡ€Π΅Π΅ всСго ΠΏΠΎΠΊΠ° Π½Π΅Ρ‚. Π― ΠΏΠΎΠΊΠ° Π½Π΅ тСстировал Π΅Π³ΠΎ Π½Π° ΡΠΎΠ²ΠΌΠ΅ΡΡ‚ΠΈΠΌΠΎΡΡ‚ΡŒ с Π΄Ρ€ΡƒΠ³ΠΈΠΌΠΈ ΠΌΠΎΠ΄Π°ΠΌΠΈ, Π½ΠΎ "Biomes" срСди ΠΏΠ»Π°Π½ΠΈΡ€ΡƒΠ΅ΠΌΡ‹Ρ… ΠΏΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΈΠ²Π°Π΅ΠΌΡ‹Ρ….

2: Π’ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎ ΠΊΠΎΠ³Π΄Π°-Ρ‚ΠΎ Π² Π±ΡƒΠ΄ΡƒΡ‰Π΅ΠΌ. 

---- 

1: Probably not at the moment. I haven't tested it for compatibility with other mods yet, but "Biomes" is among the planned supported mods.

2: Perhaps sometime in the future.

Mirok

💬 Mirok, Dec 18th 2023 at 3:09 PM

Π­Ρ‚ΠΎΡ‚ ΠΌΠΎΠ΄ совмСстим с ΠΌΠΎΠ΄ΠΎΠΌ "Biomes"?

НС Ρ…ΠΎΡ‡Π΅ΡˆΡŒ ΠΊΠΎΠ³Π΄Π°-Π½ΠΈΠ±ΡƒΠ΄ΡŒ ΡΠ΄Π΅Π»Π°Ρ‚ΡŒ Π²Π΅Ρ€ΡΠΈΡŽ ΠΌΠ΅Π½ΡΡŽΡ‰ΡƒΡŽ Π³Π΅Π½Π΅Ρ€Π°Ρ†ΠΈΡŽ Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Π²Π°Π½ΠΈΠ»ΡŒΠ½Ρ‹Ρ… (Π±Π»ΠΎΠΊΠΎΠ²) Π΄Π΅Ρ€Π΅Π²ΡŒΠ΅Π² ΠΈ/ΠΈΠ»ΠΈ Π΄ΠΎΠ±Π°Π²Π»ΡΡŽΡ‰ΠΈΠΉ гигантскиС Π΄Π΅Ρ€Π΅Π²ΡŒΡ (ΠΏΠΎ Ρ‚ΠΈΠΏΡƒ Yggdrasil)?

 

Is this mod compatible with the "Biomes" mod?

Don't you ever want to make a version that changes the generation of only vanilla (blocks) trees and/or adds giant trees (like Yggdrasil)?

💬 PafnutiyAuthor, Dec 17th 2023 at 9:31 PM

WickedSchnitzel

I will work on compatibility with version 1.19 when rc comes out. Pre is too unstable.

💬 WickedSchnitzel, Dec 17th 2023 at 7:57 PM

I know this is for 1.18.5, but you may want to work on 1.19 compatibility as well, since using it with 1.19.0-pre.9 is displaying unknown blocks everywhere.

💬 ToughguyBlues, Dec 17th 2023 at 6:54 PM

so cute trees

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