Mods / Wildcraft: Trees and Shrubs

Category: #Crafting #Worldgen
Author: gabb
Side: Both
Created: Jan 10th at 7:19 AM
Last modified: Feb 21st at 5:46 AM
Downloads: 12912
Follow Unfollow 297

Latest file for v1.19.3:
wildcrafttree_1.1.0.zip 1-click install


>>REQUIRES HERBARIUM TO WORK<<

Do not use this mod with either of the old wildcraft mods, Wildcraft or Wildcraft Trees. These mods are being discontuined in favor of Herbarium and the new content modules (which are still being worked on and released). Using this content module with either of the old versions will cause issues and crashes.

The old Wildcraft and Wildcraft Trees pages will no longer be updated or maintained, but will stay up for the sake of legacy versions of the game. Using this mod on an old world with Wildcraft or Wildcraft trees is likely to cause issues, but remmapings have been added  to help migrate old worlds to the new versions. We appreciate your continued patience in our development process.

Contributors:

Spoiler!
  • Ледяная Соня: Author of this new content module. She's done all the textures, and has done the heavy lifting for this new content module.
  • CATASTEROID: Author of the old Wildcraft Trees mod. Contributed a lot of ideas and did most of the old mod (aside from textures). (his Ko-fi and his Patreon)
  • gabb: Code, general help and bugfixes.

Content:

Spoiler!
  • About 40 new types of trees and shrubs spread between all ingame climates 
    • Cedar pine (Pinus sibirica)
    • Spruce (Picea abies and/or Picea obovata)
    • Blue spruce (Picea pungens)
    • Douglas fir (Pseudotsuga menziesii)
    • Arborvitae (Thuja occidentalis and Microbiota decussata)
    • Red cedar (Thuja plicata)
    • Yew (Taxus baccata)
    • Kauri (Agathis australis)
    • Ginkgo (Ginkgo biloba)
    • Sycamore (Platanus occidentalis)
    • Honey locust (Gleditsia triacanthos)
    • Dalbergia (Dalbergia melanoxylon)
    • Wiliwili (Erythrina sandwicensis)
    • Umnini (Phyllogeiton zeyheri)
    • Banyan (Ficus benghalensis)
    • Elm (Ulmus pumila and/or Ulmus americana)
    • Beech (Fagus sylvatica and/or Fagus orientalis)
    • Bride-in-white (Betula pubescens)
    • Alder (Alnus alnobetula and Alnus hirsuta)
    • Bearnut (Corylus colurna)
    • Willow (Salix babylonica, Salix caprea and Salix arbuscula)
    • Red willow (Salix acutifolia)
    • Poplar (Populus nigra and Populus nigra f. pyramidalis)
    • Guajacum (Guaiacum officinale)
    • Eucalyptus (Eucalyptus deglupta)
    • Ghost gum (Corymbia candida and/or Corymbia aparrerinja)
    • Ohia (Metrosideros polymorpha and Metrosideros operculata)
    • Satinash (Syzygium gustavioides)
    • Blue mahoe (Hibiscus elatus)
    • Sal (Shorea robusta)
    • Mahogany (Swietenia macrophylla)
    • Saxaul (Haloxylon persicum)
    • Sourwood (Oxydendrum arboreum)
    • Catalpa (Catalpa bignonioides)
    • Jacaranda (Jacaranda filicifolia)
    • Empress tree (Paulownia tomentosa)
  • Some tree types have a generation variant with two blocks thick trunk, while others can spawn with trunks less than a block thick
    • Chopping down a thin tree will give you narrow logs that can be turned into firewood or a proportional amount of boards
    • A couple of thin tree types are mainly decorative: they lack regular-sized counterparts and don't have their own wood type, so their logs can be used only for firewood
  • All new trees support mycelium, some can leak resin or can be used to make tannin
  • Breaking through the foliage of some trees will drop somewhat useful leaves, or flexible canes that can be used to weave baskets, including a special one suited for foraging, and wattle fence
    • With some additional materials, wattle fence can be turned into wattle and daub blocks and walls
  • Stumps of all the regular-sized tree types now generate in the world according to where these tree types are found
    • These can be picked up and placed as is or converted into regular logs
  • Driftwood now randomly generates on lake and river shores, however it is brittle and not as usable as regular sticks
  • Two non-renewable, highly decorative wood types can now be found in certain places

Changelog:

Spoiler!

1.1.0:

  • Improved remaps, should be much better now, but still creating new worlds is recommended
  • Remapped pyramidal poplars to yew trees to avoid leaving them ? blocks
  • Added satinash and its associated variants of all wood-typed blocks and items
  • Added antler mounts and scroll racks of every wood type
  • Added wattle basket deconstruction recipes
  • Added whole pineapples and rot to the list of things that can be put into foraging baskets
  • Added rustling sound to tree foliage for vanilla consistency
  • Fixed inability to make firewood out of ohia and wiliwili logs
  • Rebalanced growth time for some saplings
  • Blue mahoe wood is now soft and can be chopped by any axe; arborvitae, elm and guajacum wood is now hard and can be chopped by copper axe or better
  • Driftwood is now rarer and only spawns on sand or gravel beaches
  • Some trees now have higher chance of dropping seeds
  • Some trees, such as beech, bearnut and yew, are slighly more common now
  • Added french (thanks to Laerinok), spanish (thanks to XurxoMF) and japanese (thanks to Macoto Hino) translations

1.0.0:

  • All fruit trees migrated to the Fruit module according to the Wildcraft grand split plan
  • All blocks and items were relocated into "wildcraftree" directory, thus now they all are marked with mod's id for easy search: this procedure also reduced the amount of patches and made the whole thing more manageable
  • Added remaps for most relocated blocks for people who want to update old worlds, should work...
  • Added sourwood (only thin), jacaranda, empress tree, dalbergia, wiliwili (only thin), guajacum, umnini, banyan (regular and thick), red willow (only thin), ghost gum, ohia, blue mahoe (regular and thin), ginkgo, yew, arborvitae, red cedar, kauri (regular and thick), and their associated variants of all wood-typed vanilla blocks and items, including rafts, bookshelves and shields
  • Added thick variants for elm and sycamore, and thin variants for bearnut and larch
  • Added 40 regular stump variants, plus a variant infected by clorociboria fungus
  • Added petrified logs (they generate underground in arid regions)
  • Added driftwood
  • Added 8 more variants of canes, wattle baskets and fences: kapok, larch, poplar, honey locust, bride-in-white, red willow, eucalyptus and arborvitae
  • Added wattle fence gates
  • Added wattle hand basket, it's not wood-typed however
  • Added foraging basket that functions similarly to mining bag: is has 10 slots but can only carry organic things found in nature
  • Added leaf items for a few tree types, all of them can be eaten but not used for cooking
  • Added walnut black dye that can be used without mordant
  • Added eucalyptus poultices
  • Added cedar pine, spruce, Douglas fir and kauri cone, bearnut, arborvitae seed and wiliwili bean amulets
  • Polished visuals for log, debarked log, planks and leaves blocks
  • Readjusted colors of several wood types to match real life counterparts more closely; old bearnut textures assigned to poplar, old poplar textures assigned to empress tree
  • Polished visuals of canes, wattle fences and baskets
  • Polished visuals for tree seeds in inventory, in player's hand, on the ground and on shelves
  • Updated and massively rebalanced spawning conditions and weights for all old and new trees to prevent them from outcrowding vanilla trees
  • Polished, adjusted or entirely remade treegens for most tree types to better represent real life counterparts
  • Added two entirely new forest assemblages that occupy previously vacant or nearly vacant regions: spruce-cedar forests with alder, birch and willow undergrowth for cold-to-temperate humid areas and sycamore-catalpa-kauri forests with mixed in blue mahoe and sourwood for warm-to-subtropical humid areas
  • Rebalanced crafting recipes for wattle fence and wattle and daub blocks
  • Rebalanced the burning duration of logs of most tree types
  • Rebalanced sapling growth time
  • Fixed the absence of certain crafting recipes and/or wood-typed variants
  • Fixed sycamores dropping grown log blocks instead of placed ones
  • Palissandre wood is now obtained from jacaranda trees, not catalpas
  • Furniture traders now sell sleek doors of all new wood types
  • Merged black and pyramidal poplars into one wood type for simplicity and because of some worldproperties blocktype limitations; pyramidal poplars are now represented by a rare treegen variant
  • General updates and fixes of english and russian language files

Known issues:

Spoiler!
  • SPONTANEOUS DEFOLIATION: any new tree that is generated with grown leaves blocks, when in a loaded area, can randomly start losing leaves because of leaf decay behaviour going haywire, approximately one leaf block per second, as if the log blocks were removed
    • The process can start chain reactions that render whole forests bare
    • Until we figure out how to fix the issue, a temporal solution is applied: trees generate with placed leaves, but don't worry, they still can be chopped down normally
  • Blocks and items whose vanilla analogues have handbook decriptions currently lack them, turned out to be surprisingly hard to add
  • New tree seeds, when planted, have sapling models, but then can randomly switch to proper pile of dirt model, and also will switch to this model immediately if a vanilla tree seed is planted in vicinity, after reloading the world they go back to sapling models however

Plans for the future:

Spoiler!
  • Making damaging thorns actually generate on honey locust trees
  • Making some tree seeds rotate when falling similar to maple seeds

Other Wildcraft content:

If you have feedback, leave them in the comments. Please try to be detailed with bug reports and crashes. You can also message me on the Official Vintage Story Discord @slightlycolorblind (aka gabb).

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.0 9811 Feb 21st at 5:46 AM Show wildcrafttree_1.1.0.zip Install now
v1.0.0 3099 Jan 11th at 7:37 AM Show wildcrafttree_1.0.0.zip Install now

55 Comments (oldest first | newest first)

💬 Blaze_wraith, 1 day ago

can someone give tell me what climate each tree can be found. i dont wanna go to the equator just to find out that the tree im looking for is closer to the poles

also, is there a addon that allows the tree seeds to be sold by a trader

💬 LordWungus, 4 days ago

Is anyone else having an issue with specifically the thin willow trees leaving their leaves after their trunks are broken? The issue doesn't seem to be affecting any other kind of tree

💬 AngryOscar, Jul 4th at 5:24 AM

Is this mod causing moss and spotty moss layers to drop? I'm overwhelmed with moss layers. OR does anyone know what's causing it and or how to disable? Thanks

💬 FrenchCriedRice, Jun 24th at 2:12 AM

Any ideas what could be causing a missing texture on the branchy leaves on alll trees associated with this mod ? (server only) in single player they all load perfectly. 

💬 conninator2000, Jun 13th at 3:48 PM

Just to bump that the foraging basket would be really nice to have compatibility with wild farming revival seeds. Otherwise, great work!

💬 Asil, Jun 4th at 1:58 PM

Love the mods! just two small questions: When do the trees bear fruit, and how are they harvested?

💬 gndrneutralnoun, Jun 1st at 7:00 PM

Hi, I'm making a mod for the ability to saw debarked logs into planks, and I want it to be compatible with this mod. I've been able to set up compatibility with the Floral Zones mod series easily enough, but I can't seem to do so with this mod. Is there anything strange or different from vanilla about the IDs for the debarked logs and/or planks in this mod? I'm not sure how to insert read mores into comments here (if it's even possible), so I'll just say that I uploaded a dev version on the VS discord, you can search by my username genderneutralnoun.

💬 Jenpai, May 23rd at 5:56 PM

Forgaging basket can hold fruits and herbs, but not flowers? 

💬 Pritis, Apr 24th at 3:30 AM

Without questioning why the mod has identical trees/wood blocks to vanilla, I can't make boards out of the wood, so I've been having to go into creative mode to delete them and give myself the vanilla ones.

💬 Aura_Dacella, Apr 12th at 7:19 PM

Takes up an excessive 2gb more of server ram when installed while other wildcraft mods only add 0.1gb to the avg usage

💬 VaelophisNyx, Apr 10th at 12:42 AM

wish we could propagate Chlorociboria mushroom spores onto logs to make more of it. Maybe that could be done with a knife to gather some?

💬 Quiche, Apr 7th at 1:08 AM

Love this mod with all my heart. Thank you for creating this.

Just getting a lot of errors for our server:

7.4.2024 01:05:35 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-ohia in Block wildcrafttree:leavesbranchy-placed1-ohia
7.4.2024 01:05:35 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-ohia in Block wildcrafttree:leavesbranchy-placed2-ohia
7.4.2024 01:05:35 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-ohia in Block wildcrafttree:leavesbranchy-placed2-ohia
7.4.2024 01:05:35 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-ohia in Block wildcrafttree:leavesbranchy-placed3-ohia
7.4.2024 01:05:35 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-ohia in Block wildcrafttree:leavesbranchy-placed3-ohia
7.4.2024 01:05:35 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-ohia in Block wildcrafttree:leavesbranchy-placed4-ohia
7.4.2024 01:05:35 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:willowcane-ohia in Block wildcrafttree:leavesbranchy-placed4-ohia
7.4.2024 01:05:35 [Server Warning] Failed resolving a blocks item drop or smeltedstack with code wildcrafttree:leaves-ohia in Block wildcrafttree:leavesbranchy-placed5-ohia

For all the trees pretty much, thank you for the time you spend looking into this if you do. Have a wonderful day!

💬 Fud, Mar 24th at 8:46 AM

It was a conflic with the mod Floral zones.

💬 Fud, Mar 22nd at 8:34 PM

Good morning,
thank you for your work.
I have a problem with your Mod, it makes the fruit trees transparent.
Translated with Reverso.

💬 Hydromancerx, Mar 15th at 8:45 PM

Please patch your Forging Basket for these items ...
- Animal Brains from Ancient Tools mod
- Antler from Lichen mod
- Snake Meat, Crab Meat and Earthworms from Primitive Surival mod
- Flower Seeds from Flower Farming mod
- Fruit and Seeds from the Floral Zones mods
Thanks in advance!

💬 Redpower5, Mar 8th at 8:17 AM

My friend and I have a small server for us two to play on, but when my friend opens any of the doors made out of wildcraft wood, they change color! Weird thing is, for me the doors are normal and only change color on my friends end, and we use the same mods


💬 Larkeny, Mar 2nd at 11:09 PM

it wont allow me to break arborvitae trees with a stone axe even tho it says at the top that it should work?

💬 NukoSan, Feb 25th at 3:18 PM

Getting a lot of those:

[Error] Missing mapping for texture code #10 during shape tesselation of block wildcrafttree:leavesbranchy-placed3-umnini using shape game:block/plant/leaves/branchy-kapok, or one of its alternates
[Error] Missing mapping for texture code #20 during shape tesselation of block wildcrafttree:leavesbranchy-placed3-umnini using shape game:block/plant/leaves/branchy-kapok, or one of its alternates
[Error] Missing mapping for texture code #30 during shape tesselation of block wildcrafttree:leavesbranchy-placed3-umnini using shape game:block/plant/leaves/branchy-kapok, or one of its alternates
[Error] Missing mapping for texture code #40 during shape tesselation of block wildcrafttree:leavesbranchy-placed3-umnini using shape game:block/plant/leaves/branchy-kapok, or one of its alternates

Not only Kapok

💬 Iver, Feb 21st at 5:02 PM

The foraging basket doesn't support "game:wildwine-section-north". Is it a bug or shouldn't store it? Can you please add support for Wild Farming Revival seeds too gabb?

💬 Stahl, Feb 21st at 3:26 PM

I got willow canes from unraveling a larch wattle basket 😅

💬 Khana, Feb 21st at 10:37 AM

i am bein spammed with text after updatin this..

1.2.2024 10:37:01 [Server Notification] Handling Command /bir remapq wildcrafttree:roughhewnfence-beech-n-free game:roughhewnfence-beech-n-free force
21.2.2024 10:37:02 [Server Notification] Handling Command /bir remapq wildcrafttree:roughhewnfence-sycamore-n-free game:roughhewnfence-sycamore-n-free force
21.2.2024 10:37:02 [Server Notification] Handling Command /bir remapq wildcrafttree:roughhewnfence-elm-s-free game:roughhewnfence-elm-s-free force
21.2.2024 10:37:03 [Server Notification] Handling Command /bir remapq wildcrafttree:roughhewnfence-poplar-w-free game:roughhewnfence-blackpoplar-w-free force
21.2.2024 10:37:04 [Server Notification] Handling Command /bir remapq wildcrafttree:roughhewnfence-spruce-w-free game:roughhewnfence-spruce-w-free force

 

💬 Tels, Feb 21st at 9:40 AM

Moonbyes When doors or vessels change texture, than it means usually that the texture atlas is overflowing. VS should actually prevent this, but it seems it is buggy. Bricklayer's often suffers from the same problem. The only solutions right now are: use less mods, or wait for the VS devs to fix this.

💬 Moonbyes, Feb 18th at 8:19 AM

my pink ivory sleek door turns to brick texture when opened! unsure if other sleek doors with wildcraft woods do this too.

💬 Audrea, Feb 15th at 11:00 PM

Foraging basket will not store vanilla Wild vines, is this intended?

💬 DonCall, Feb 11th at 5:03 PM

Hi gabb,

When is (Jan 16th at 6:10. AM)"hey, so sorry about the remapping issues, we're working on an update that should fix the remaps." finished?

We want to upgrade from 1.18.15 with "Wildcraft Trees v1.2.4" to 1.19.3 with "Wildcraft: Trees and Shrubs"

Your remaps.json with all wildcard entries like "/bir remapq wildcrafttree:woodenfence-beech-* game:woodenfence-beech-* force" doesn't work.
Had to map them block for block like
"/bir remapq wildcrafttree:woodenfence-beech-ns-free game:woodenfence-beech-ns-free force" AND
"/bir remapq wildcrafttree:woodenfence-beech-nw-free game:woodenfence-beech-nw-free force" AND
"/bir remapq wildcrafttree:woodenfence-beech-es-free game:woodenfence-beech-es-free force" AND
"/bir remapq wildcrafttree:woodenfence-beech-ew-free game:woodenfence-beech-ew-free force" AND so on ....

Now have 5825 lines in my remaps.json

BUT: can't map all pyramidalpoplar blocks ... because ... there is no pyramidalpoplar in "Wildcraft: Trees and Shrubs"
If i map them to poplar blocks .... result is "Missing ID", think because blackpoplar allready mapped to poplar.

Hop, this get fixed by your remap-updates. isn't it?

Edit: okay. Found yout Post on Discord "I will do the remaps in a few days I think. Will be a small update." 
Don't think, it will be "small" but looking forward.

💬 Korn, Feb 11th at 8:06 AM

A crash due to missing texture when opening wooden bucket recipe and clicking on some plank from wildcraft trees.
Main error being `System.ArgumentNullException: Value cannot be null. (Parameter 'Unable to find a texture for texture code 'handle' in item wildcrafttree:shield-woodmetal.`
rest of the message is https://dpaste.org/AJeK7 (link lasts one month).

💬 AngryOscar, Feb 11th at 4:21 AM

Texture glitch when open wattle basket. Looks like ore or something

💬 Snowfall94, Feb 10th at 4:04 AM

So far love the mod
Just an idea/suggestion, the stick filled leaf blocks from trees should like the bushes from the bushes mod where you can walk through them but they slow you down, like maybe even slows you down twice as much as the bushes

Personally I hate how stick filled leaf blocks full stop you, so that's where my idea comes from 

💬 Hydromancerx, Feb 9th at 5:40 AM

gabb

Can you patch the "Floral Zones" mods so their berries can be used in the Foraging Basket in this mod?
Thanks in advance!

💬 pudgydumpling, Feb 9th at 1:13 AM

i love this mod, esp the foraging basket, but i wish it could hold plants :c

💬 Terik, Feb 7th at 4:00 PM

Would you mind fixing your modinfo.json file? The last entry in the "authors" array has a comma at the end which is invalid and therefore gives a hard time to parsers.

 

Other than that I just want to thank you for alle the work you have done for this community.

💬 Mendall, Feb 1st at 1:01 AM

Are the herbs, ground cover plants, and water plants from the old wildcraft. Still being switched over to this system, or are they discontinued? Does anyone know? I need to find out as I'm holding off on starting 1.19 world till I have all the wildcraft content that will be available.

 

💬 NukoSan, Jan 28th at 10:07 PM

27.1.2024 19:46:25 [Error] Grid Recipe 'storagecontroller:recipes/grid/storagecontrollerupgrade.json': Output Item code storagecontroller:storagecontrollerupgrade-copper cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:crude wood oar': Output Item code wildcrafttree:oar-crude-petrified cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:wood raft': Output Item code wildcrafttree:boat-raft-petrified cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-saxaul-ew-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-guajacum-ew-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-chlorociboria-ew-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-petrified-ew-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-saxaul-ew-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-guajacum-ew-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-chlorociboria-ew-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-petrified-ew-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-saxaul-n-closed-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-guajacum-n-closed-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-chlorociboria-n-closed-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-petrified-n-closed-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-saxaul-n-closed-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-guajacum-n-closed-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-chlorociboria-n-closed-free cannot be resolved
27.1.2024 19:46:25 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-petrified-n-closed-free cannot be resolved

 

Same as Cpt_C0nfus3d 

💬 Greybones, Jan 27th at 5:04 PM

Loving the variety this adds to the game and it's now a staple of our server!

Not sure if this comment will serve best here or on Herbarium but my server players are reporting being unable to cut down a few of the trees with their listed tool tier (stone) in the current game version (1.19.3).

After further testing this applies to:

- Blue Mahoe ( only breaks with copper or higher)
- Saxaul ( only breaks with tin bronze or higher )
- Dalbergia ( only breaks with tin bronze or higher) 

Not sure if this is an issue with the required tool tier not being correctly displayed or the tool tier in code being too high, but thought I'd report whatever the case! Thanks for the great mod!

💬 Mendall, Jan 26th at 4:00 AM

Oh my god, I'm so excited, when will all the other plants be added to this new system. I left VS for a bit and when I returned it looked like my favorite mods (wildcraft and wildcraft trees were not being updated, but I found I was wrong, it's just changing. But now I don't want to generate a new world till the other plants are ready.

 

💬 DarkThoughts, Jan 25th at 5:06 PM

The ground storage Wattle Baskets aren't usable as fuel, and since you can't recycle them like regular ones either your only option is to throw them away somewhere.

💬 Pamela, Jan 24th at 5:42 PM

Could we get a general idea of what type of weather the trees will spawn in, please?  

💬 Stahl, Jan 22nd at 3:55 PM
💬 Cpt_C0nfus3d, Jan 22nd at 11:57 AM

22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:crude wood oar': Output Item code wildcrafttree:oar-crude-petrified cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:wood raft': Output Item code wildcrafttree:boat-raft-petrified cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-saxaul-ew-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-guajacum-ew-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-chlorociboria-ew-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-petrified-ew-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-saxaul-ew-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-guajacum-ew-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-chlorociboria-ew-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewnfence.json': Output Block code wildcrafttree:roughhewnfence-petrified-ew-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-saxaul-n-closed-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-guajacum-n-closed-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-chlorociboria-n-closed-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-petrified-n-closed-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-saxaul-n-closed-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-guajacum-n-closed-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-chlorociboria-n-closed-free cannot be resolved
22.1.2024 12:55:36 [Error] Grid Recipe 'wildcrafttree:recipes/grid/roughhewngate.json': Output Block code wildcrafttree:roughhewnfencegate-petrified-n-closed-free cannot be resolved

💬 DarkThoughts, Jan 18th at 12:55 PM

Thank you for the timely 1.19 release! Tree type distribution also seems much more balanced compared to the old mod, and no more OP douglas fir spam by the looks of it either.

Edit: After some more testing I think this mod goes a bit too far into the other extreme. Before almost all forests were mixed forests with almost just modded trees. Now pretty much all forests are almost mono cultures with just one or two tree types, and mostly vanilla ones. I sometimes see a lot of tree stumps from certain trees that don't even spawn anywhere in the nearby area, like yew trees.

Edit: I think I found a somewhat mixed forest I guess. But still 0 walnut trees? Is this the mod or a vanilla issue right now? Or are they supposed to be super rare now?

Edit: Found an area with not just one but TWO walnut trees! I guess they're indeed super rare now.

💬 Shadowise, Jan 18th at 12:30 AM

Excellent, thank you, gabb. Excited about herbs and flowers :)

💬 tntjperic, Jan 17th at 10:12 PM

My host gportal forced to the 1.19 update and This mod is coming up in the server crash log

💬 Cygnusia, Jan 17th at 7:50 PM

@gabb , I am running this alongside History of Existence and Natural Patches. I am currently updating my mods since 1.19.0 has officially dropped, so hopefully this will have worked itself out.

💬 NukoSan, Jan 16th at 4:32 PM

Cheers gabb :-) will look into it 

💬 gabbAuthor, Jan 16th at 6:10 AM

Cygnusia, hey sorry, but we've not been able to reproduce this bug :( any more details you can provide?

Nebux, Ailith, tntjperic, unhallowed, hey, so sorry about the remapping issues, we're working on an update that should fix the remaps.

NukoSan, unfortunatley we can't reproduce this bug either. seems related to the texture atlas overflowing (which was fixed in later versions of the game, but theres also a mod to fix it for earlier versions).

Shadowise, we definitely might in the future but currently there's no solid plans to add more trees. Our current plan is to get the herb and flower module out, and then we'll see if we'll have motivation for more new content/plants.

💬 Cygnusia, Jan 14th at 4:29 PM

I've tried this on a couple of new worlds, and there seems to be textures missing for "Arborvitae branchy leaves". The branches are white. EDIT: I've also come across "Saxaul branchy twigs" that are having the same issue. The branchy parts are all white.

💬 Nebux, Jan 14th at 12:03 PM

1.18.5 when moving from old mod to this remmaping doesn't work on leaves, planks, log blocks, plank blocks, fences, wattle,

💬 NukoSan, Jan 14th at 11:43 AM

more detailed ss: https://ibb.co/QM0qdgq

💬 NukoSan, Jan 14th at 11:38 AM

My Birch logs are looking kinda bizarre - semi-transparent, would that have something to do with me running at V1.18.15?https://ibb.co/vzxQDSN

💬 Cpt_C0nfus3d, Jan 14th at 10:40 AM

Please update to 1.19..

 

💬 Ailith, Jan 13th at 8:50 PM

Absolutely awesome this is out.

Tested replacing Wildcraft Trees on my 200 hours world and it seemed to break most the old stuff into "?"s (wethere it be trees in world or building blocks I'd made and placed), faired no better loading the backup and trying the remap again. Honestly I think you should just put "Cannot convert" in the description of both mods with the current state of it because, well, you can't. Even if I abandoned my base, many trees added by the mod do not generate properly after remap. Some logs and most leaves are "?" in new areas, too.  Both attempts spat out a bunch of failed mappings.

On the other hand -- 200 hours is a good place to start thinking about the next world and I flew around a couple in creative just now and, one, I love the way forests/woods are generating in the new mod and the new trees are fantastic.

This is worth starting over for - excellent mod.

💬 Shadowise, Jan 13th at 6:26 PM

Hello, Gabb, are you considering adding even more species down the line (to this mod and the fruits and nuts one). Things like aspen, baobab, etc.? The Wildcraft mods are some of my favorite ones, thank you for all the hard work!

💬 unhallowed, Jan 12th at 11:17 PM

Tried out replacing old Wildcraft Trees with this on a few old testing world (worth noting that I'm modded to death - like 70 mods at any given time). Remapping, so far, breaks worlds 50% of the time. No crashes (yet). On the first world I ran the test on it ended up causing time to start passing at insane speeds (like a whole in-game week in about two-three minutes IRL), leaves most old Wildcraft Tree blocks as "?" (kinda neat to see the big Douglas Firs with only about 10% of their blocks textured), and definitely breaks the old wattle baskets entirely. The second world I ran the transistion on only broke leaf textures, as warned in the Known Issues above. When the related tree is chopped, no sticks or seeds are dropped and those broken leaf textures remain - but all the wood comes down as normal.

I'm going to run this transistion test a bunch more times just to see how consistent that result is, but currently - I'd say not worth transistioning any world you have big feelings for.

💬 tntjperic, Jan 12th at 6:43 PM

I suggest making a new game as remapping only worked for a few items at least in my world. For buildings its not that big an issue as you can just use /we mfill but for trees...the tree trunk is there but all leaves are just ? blocks. There is no replaceing that. So just make a new game which may annoy your players but o well.

💬 Moon_Dew, Jan 12th at 3:12 PM

Yaa!  It's here!  Finally!

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