Mods / Lakul's Enhanced Vanilla Trees
- Tags:
- Author:
- Lakul
- Side:
- Both
- Created:
- Mar 29th at 8:48 PM
- Last modified:
- 6 days ago
- Downloads:
- 12028
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.7):
lakulsenhancedvanillatrees+flowerspatch1.1.2.zip 1-click install
Do the trees feel a bit too short? Got charcoal pit woes? Cutting down trees isn't taking enough durability from your axe? Enjoy climbing 30 blocks to gather some resin? Jungles don't lag your machine enough?
Want your forests to feel like proper forests, woods so deep and old you can get lost within them?
Well look no further! With just a few tweaks to the base game files, you can enjoy each of these things!
-------------------------
What this mod does:
-This mod aims to enhance vanilla trees by making them larger/taller. Most trees have been upsized to more closely resemble their real-life counterparts, while some trees have been upsized to enhance the atmosphere/increase immersion.
-Some tree variants, such as the large english oak, will spawn more frequently.
-Also increases grain crop forest tolerance to counteract the larger forests, along with increased chance rate for bluebell patches and other flower types.
-Lastly, the mod reduces shrubsperchunk and treesperchunk to about 60 and 50 respectively, to account for the increased tree sizes--forests and shrublands will still be plenty dense if you follow the Forestation & Shrubs recommendation.
-This mod works best when the Forestation & Shrubs setting on worldgen is increased by 25%-50%, and world height is set to 320 blocks (otherwise your redwoods may get chilly tops!)
-I recommend making a backup of your save before adding this mod--it only changes values in the treegen JSONS so it -shouldn't- cause problems, but better safe than sorry!
Compatability:
-Is compatible with most worldgen mods except Conquest Landform Overhaul due to trees spawning so high they get cut off. Appears to cause underground trees from the Wilderland's Caves Sunless Groves biome to cut off before leaves spawn.
-Salty's Cave Symphony- there is an issue with this mod causing a large amount of stuttering in redwood forests due to certain sound effects being incorrectly played inbetween trees. Disabling the hallways system in the TunnelHowl.json config file should alleviate this.
-Works with EcoMachina! Be warned some trees can look odd and be even more resource intensive!
Known issues:
-Using the creative wand to spawn in trees can temporarily break the new tree generation (reverts to vanilla). It can be fixed by using the /wgen regen command (use this in an area without player structures to regenerate a chunk). Enhanced tree spawning will resume.
-Performance intensive in areas, especially Redwood and Kapok forests.
-Sometimes cutting down a large tree such as a Redwood or Kapok leaves, well, the leaves behind!
It is my first mod so anything is possible! Please let me know if you encounter any weirdness or have any suggestions!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.2 | lakulsenhancedvanillatrees | 632 | 6 days ago | lakulsenhancedvanillatrees+flowerspatch1.1.2.zip | 1-click install | ||
|
-Redwoods are unnerfed! Back are the towering giants. -Minor tweaks to Larch and Scots Pine, should be a lil bigger as they were with earlier versions! -I found that certain flowers were much rarer in my survival playthroughs. Patched these flowers to be more forest tolerant. Expect to see more meadows! | |||||||
| 1.1.1 | lakulsenhancedvanillatrees | 6318 | May 28th at 8:34 AM | lakulsenhancedvanillatrees.zip | 1-click install | ||
|
-Nerfed Redwoods a bit to help with performance. They are still much taller than Vanilla. -More adjustments to Pine and Larch trees, to reduce scraggly outliers. | |||||||
| 0.0.15 | lakulsenhancedvanillatrees | 109 | May 17th at 7:42 PM | lakulsenhancedvanillatrees (2).zip | 1-click install | ||
|
-Updated to 1.22.2, sorry for the delay (Finals kicked my butt) -Slight changes to treegenproperties and several trees, including:
| |||||||
| 0.0.1 | lakulsenhancedtrees1 | 3512 | Mar 30th at 4:19 AM | lakulsenhancedvanillatrees.zip | 1-click install | ||
|
-Updated Redwoods a touch, should hopefully have less leggy branches -Buffed Flax spawn chance slightly -Buffed all grain crops to tolerate forests more | |||||||
| 0.0.0 | lakulsenhancedtrees1 | 180 | Mar 29th at 10:42 PM | Empty | lakulsenhancedvanillatrees1.zip | 1-click install | |









hey i;m getting this warning on worldgen:
"Generator": "redwoodpine",
"Weight": 100,
"SuitabilitySizeBonus": 0.8,
"MinTemp": 14,
"MaxTemp": 18,
"MinRain": 180,
"MaxRain": 255,
"MinFert": 30,
"MaxFert": 255,
"MinForest": 150,
"MaxForest": 255,
"MinHeight": 0.4,
"MaxHeight": 1.4
}
Would this mod be compatible with Rooted Forests? The Answer is yes and it's glorious!
Funny enough I just tested it out today too :)
Will it be safe to update this mod to the current version mid-playthrough? The changes seem pretty minimal, so I'm assuming it might be okay.
Yes you should be good to go! I tested it on multiple worlds and it didn't lead to any wonky generation. As always, I'll always recommend to make a backup of your save just to be safe!
i wonder how this mod will interact with the trees in wilderlands caves, sunless groves. (https://mods.vintagestory.at/show/mod/31780)
it's either going to be silly or pretty neat.
EDIT: yeah, as expected there's a lot of trees without foliage as they bump into the ceiling and get cut off leaving only the trunk. i don't think there's much one can do about this though.
Aaah yeah, unfortunately I don't think that's something I'd be able to fix myself (my 2 braincells are constantly fighting for 3rd place and I don't have the modding knowledge to make a compatibility patch). A bummer as I was looking forward to adding this mod to my current survival world!
Yeah, they're using regular trees atm so unless Thalius starts using their own special "underground" treetypes there's nothing you can do.
"Trees" in the cave biome will have their own cavetreegen class, and will look more like odd shrubs than trees. Trees don't grow naturally in caves at all, so one has to imagine that if they could grow in a cave environment using bioluminescent light as a replacement for sunlight, what would they look like? Nothing like trees on the surface, for sure. They'll need their own treegen class, and will have different assets for a different look than what a vanilla tree renders. They'll probably also be very rare. Main "forest" asset will be giant mushrooms, not trees. The vanilla trees showing up in the caves right now are just placeholders put there by the custom cavetreegen class for dev puposes, which is not yet tuned to build them the way I hope to shape them.
Oh that's exciting to know! I look forward to what you come up with, I love all your other mods!
Oh that is neat and cool to know.
Them being cave stuff, said "bushes and mushroom stuff" would also grow on the ceiling and walls i bet, which if it would be vanilla trees like now would be hard to achieve growing upside down or sideways properly i bet.
Good luck, looking very much forward to how this new subterranean world develops.
It's going to be a while before it is ready for use outside of testing. Still a ton of work to do.
playing devbuilds like you have been posting is it's own adventure haha.
Mrozak
Sorry for the delayed response. I've been so busy with clases x.x
I'm afraid I'm not well versed enough with modding to know what's causing your crashes--with the mods I tested with I didn't have any crashes when it came to those trees, just extended chunk-loading time with those RAM hungry kapoks.
As for your previous comment about unnerfed trees, when I have time I'll release an updated version with unnerfed trees (as well as a version with so people can continue playing with either one). I -believe- it should be possible to play with older version in 1.22.6 but I'll try to get a proper update out this weekend.
Nonono, no crashes - only Exceptions thrown, causing server hickups.
What you describe you were experiencing, sounds like what one would perceive it as.
(if you don't look at the server console, or into the logs, you would only perceive it as the server starting to lag until it finishes generating the affected chunks).
But then... if you say the new version fixed the problem you had, then that is something else.
It is possible that the issue i am having comes from a combination of mods - yours, and something else.
My thinking was that maybe there is a bug in the game's treegen, but it only manifests with certain values used for the trees - values like those this mod uses, values that aren't used in vanilla which allowed the bug to flow under the radar.
I didn't test this mod alone without any other mods, but i will do so at some point later.
btw. do not worry about my request for the unnerfed trees.
I can basically just use the older version (well, except that too causes those exceptions).
I think this mod v1.1.1 may be causing the following exception thrown by the server when generating chunks in hot biome/zone (where accacia and kapoks typically grow).
I went over the patches inside this mod and couldn't see anything bad, but that doesn't say much.
The error happens only when generating a chunk with some trees (due to the climate zone, i obviously suspect accacia and/or kapok).
It causes the server to stop generating chunks for a few seconds, until it eventually resumes.
When the server resumes, the chunks seem to be generated OK, but i can't tell if there is anything missing in them (ie. if there was supposed to be a tree/plant/whatever and it's not in there).
When it comes to wgen related mods, i am using:
Fields and Plateaus, Plains and Valleys, Rivers, Rivers Extended, BetterRuins, BetterTrader, Terrain Slabs, Wilderlands Custom Sea Level with sea level at 128, world height 320.
Game version 1.22.6
I didn't check the other mods, but the error stops happening when i remove this mod.
To reproduce the error:
- Start a new world with this mod active.
- Travel to the zone where kapoks and accacias grow en masse, and watch the server console as it keeps spitting the error.
I just tested version 0.0.1 of this mod, and i get the same errors when using it.
So I can also report some weird crashing.
Last night in the server I play in a Kapok tree grew and crashed myself and another player in the same area.
At least I think it was the Kapok since after we came back we noticed this massive 30+ block tall tree.
It also happened with another tree earlier but we aren't sure what kind of tree it was.
Is it possible to have a version of this (for 1.22.6) that doesn't nerf the trees for performance reasons?
I was using the older version that i guess was supposedly affecting performance, but there was no noticeable effect on performance for me or any other players on the server.
So i would like the trees to be as tall as they were before those changes.
Hello, mod works mostly great without eco machina, with eco machina its unplayably laggy in kapok forests, but thats to be expected and that isnt my issue, my question is that some kapok trees have this weird mass of wood covered by a single layer of leaves and a low fo these specific trees have half of their tops cut off, makes kapok forests look very weird and unnatural and I'm pretty sure they aren't supposed to look like this. Pictures attached
https://imgur.com/a/q18LlvN
https://imgur.com/a/JozVlsL
Confirmed. I saw a couple of trees at first and Eco Machina works with them, but when there are so many on screen, yes, it becomes unplayable. I disabled Eco Machina and the game came back to life, but I'm having trouble with world gen in the kapok forest, it gets really slow for me.
sadly I second this the game is really laggy with eco machina
Man, I really want to use this but I use Conquest. Is it only trees that spawn way up high that are an issue, or are some of the trees literally 100+ blocks tall now? Because if all the issue is, is that some trees on mountains are gonna get cut off, then that is not a big deal at all.
That's basically the only issue, some trees get cut off at the top on the higher mountains. I'm not sure of a way to prevent it.
Well hot damn! I don't even have mountains in like, 20k blocks of where I am. 'boutta add to that download count!
Hehe I hope you enjoy it! It's really the only issue when it comes to worldgen mods, otherwise it functions perfectly.
Maybe it would be possible to set a Z range for the tall trees, and only allow vanilla trees above it?
hi there, lovely mod, yet i am already using Realistic redwoods and would like to keep using that tweak.
The Combo-mod Aljistar made between this mod of yours and the redwood mod is outdated and seeing it's such a magnificently simple change for redwoods, would you mind just adding that realistic redwoods tweak into this mod altogether?
if HereticHazel is OK with that, though seeing their responses so far i doubt it's any problem as it's a very simple numerical change i can by their mod description even do manually myself (at the risk of missing mod updates for your mod here).
incorporation also saves having to download several mods or people making combo mods haha.
also, how much did you reduce the shrubperchunk value? is it still 70 as mentioned in your earlier reply or something else in the current version?
unlike Nagipantsu who Loathes shrubbery apparently, like you in your reply to them i also love my shrubbery and would like to keep my the ground foliage as close to vanilla as possible.
Sorry for the late reply! I can look into integrating the realistic redwood mod--again my modding experience is limited so I can't guarantee anything, but I'm also a lover of realistic trees so it's worth trying!
As for the shrubperchunk value, it's now 60. Fear not, you'll still encounter a great deal of shrubbery. It's just not blanketing practically every surface now.
Likewise, treesperchunk is reduced to 50. Forests are still very dense, but more navigable with this setting. It helps that trees are bigger overall, so it doesn't really feel like less.
don't worry about a late response, it's nice your respond at all :D
as for being new to modding, at least this redwood one should be easy to add haha.
i tried your mod and it indeed looks good, density for shrubs is alright (though personally i prefer a little higher, though that varies per forest type i guess) and while also lowered i agree that trees due to being noticeably bigger don't feel as if there are any less in a forest.
as a suggestion i would advise you to list all your mods changes into the description.
you don't have to go into the explicit little details like what you did in your reply here unless you want to.
a general descriptor of "reduced vanilla shrub and tree density by a little to compensate for increased sizes" is alreay great.
take care and i'll keep using your mod, trees feel like proper trees now, especially with "eco machina" and "falling trees" combined :D
Sound advice. I'll add those to the descriptor! I haven't had time yet but I'm hoping in a week I can get around to fiddling with the realistic redwood mod.
no problem, take care and have fun modding :D
If I remember to, soon I'll see if I can make a patched version and upload it on the same page
is it compatible with eco machina?
Yes! All this mod does is alter a few values in the tree JSONs. I tried it out myself and it works great with Eco Machina, though the trees are a little thinner than I'd like (as they're much taller with this mod).
wonderful, thanks!
Doh, if it weren't obvious I'm still new to this whole modding thing ๐
Thanks for pointing out the mistake, I'll work on fixing it!
Its awesome work for that knowledge. I really like how it changes the scenic
Lol, want to second the versioning complaint. The modDB and basically any mod updater will prefer 0.0.15 over 0.0.2 - it chooses value (15 is larger than 2) over alphabeticalness (1 is before 2 alphabetically).
please keep the versioning consistent ๐ญ โค๏ธ
you may want to change the version of the last update
Fefa
Hmm I'm not too sure why that's happening. I just tested it myself on a survival world and the leaves disappeared as they should. Is that happening to every tree you cut down?
yes, i havent cut redwoods with this last update, i will test and let you know, but all of the other redwoods i cut before the leaves stay there floating
it seems its not happening anymore, at least for now, not sure what caused it in the past
Oh that's a relief! I've had it happen before on older versions (and with other mods like the Floral Zones series), not sure what causes it. Glad it seems to be working ok for now.
it is possible to make that when you cut a redwood all leaves also breaks? its weird to see the folliage floating in the sky with no tree attached to it once you cut down a redwood lol
So sorry for the delayed response! Finals kicked my butt and I recently returned from a family trip. Mod is now updated to 1.22.2 with some minor adjustments to help with performance. I'll be staring at Redwoods when I can to see if I can help with the performance there.
I absolutely love these trees they're the best I've seen so far, so beautiful!
Unfortunately it comes with a high performance cost, which is tragic </3
would it be possible to add a config to edit variation beetween the vanilla sized trees with the enhanced ones ?
Redwood forests seem to be a little too extreme. When entering the forest for too long, it causes massive lag spikes and if you're there for too long, the server becomes unresponsive on a fairly high end PC.
Great mod, sadly it causes a lot of stutter when generating new chunks
@Bunga_FPG Working well on 1.22.2 for me!
thx
Is this compatible with terra prety?
Does it work on 1.22?
I manually combined your mod with realistic redwood mod, would you mind if i credited you and posted the combo on the DB? asked the other author as well waiting for replies.
generates hollow chunks closer to the equator( i think it might be the acacia trees bc i'm not sure i ever saw one generate in my world, i might be wrong doe, could send logs if needed, overall amazing mods! i hope you continue developing it and fixing bugs!
bintoss seems to work okay with blocklayer overhaul, but I've noticed a few artifacts, such as partially floating trees. Possibly caused by slab terrain. ๐
To add on to Coral's question, does "Conquest" refer to Conquest Blocklayer Overhaul or Conquest Landform Overhaul?
EDIT: I'd assume the latter.
Is there a specific reason why it isn't compatible with conquest only?
Would it be possible to add support for various modded trees? Floral Zones and Wildcraft are the two primary ones I can think of for now.
Lovely!
Your trees are beautiful ;)
might i request for there to be a small chance of planted oaks growing into the really big ones? say, 3-5%, or thereabouts
thanks for your consideration :3
Seems like it's working fine, there's a snag at the start. Not sure if it's just my particular setup, though.
"Generator": "redwoodpine",
"Weight": 100,
"SuitabilitySizeBonus": 0.8,
"MinTemp": 14,
"MaxTemp": 18,
"MinRain": 180,
"MaxRain": 255,
"MinFert": 30,
"MaxFert": 255,
"MinForest": 150,
"MaxForest": 255,
"MinHeight": 0.4,
"MaxHeight": 1.4
}
Tya
Ah, that's a bummer! Thanks for the heads up, I'll try looking into that. I'd like for these settings to be compatible with all mods if possible!
Love the changes, and just what I was looking for with a treegen mod.
Not sure if it's the same with other worldgen mods, but I'm using conquest and trees are generating close to the world height (320) and getting cut off. Not a huge deal, but the tops of some mountains look like they got hit with a hedge trimmer.
BuilderBoy02
Thanks for the feedback! I'll look into both of those.
Great mod, thanks for making this!
Is there any way to add more leaves to the lower branches of big redwoods? Many of them seem to be barren.
Btw flax doesn't like spawning in forests, so you might want to change some of its spawning conditions to compensate for the increased forestation you reccomended.
Its fine fam just a personal preference lol, I got em at 40 and I'm ok with em.
Verlia
It'll still happen at times, especially when on elkback, but overall it should be much nicer now!
NagiPantsu
Aww but I like my shrubbies ๐
Sadly, not in the mod's current state. The shrubsPerChunk rate is set to 70, technically lower than vanilla. I can see about lowering it more if it's still too much.
Yay to no more small maples, any way to reduce the shrub spawn? I loathe them.
Finally a mod where I can ride my creatures without feeling like I'm getting whacked in the face by short tree branches! ๐คจ
gg but do change the mod pic
OmegaE01
Heya! It should be fine to start it up on a new or existing save! You'll just have to go find new chunks (or grow from saplings!)
I'd still create a backup just incase, but I just tried it on a new world and it worked fine!
Just checking before I add this to my friend's MP server (we're both controlling which mods go in and I run them all by him before we add), is this save-compatible and you just need to gen new chunks to see the bigger trees, or do you need an entirely new world in order for it to work?