#Wildcraft Trees
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I like all the wood varieties this adds aswell
arborvitae is bright yellow which is basically just pine on 'roids
It's more orange than yellow tbh...
gingko is bright yellow
It's already fixed on my siiiide
Is there any confirmation wether or not this is getting updated to the new game version?
It IS getting updated, im just a little busy)
YAY!
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@formal bear not sure what WC:T does to sticks but it prevents sticks from being put in the off hand and being used for worm grunting.
well it isn't updated for 1.22 yet
probably a good thing to let them know so they don't over look it
if you're comfortable with making edits to the mod's files, i figured it out. in assets/wildcrafttree/patches/storagetypes.json, if you change the value of 33 in the first line to 289, it should now work in offhand as well as it's old behavior. save the file, rezip the mod and replace it in your mods folder and that one bit will be fixed ๐
She's on vacation! For 3-4 days
I am aware ๐
Oh, though you didn't know, my bad
ty!
in a week probably
the author is away for a few days
I trust
Thank you ๐
Where are elms and ashes usually found? I never seem to find them in the temperate north which I thought they would be kinda common there?
Not hating or anything, I love this mod
Both trees are temperate but on the warmer side.
Ashes actually form massive forests mixed with sycamores and horse chestnuts in warm (but not tropical) dry climates.
How bad is the performance hit from all the new blocks?
Actual in-game performance - not much. World loading times is what suffers((
Ohh okay
Iโm from the more temperate parts of Europe and thereโs ashes everywhere here and once had elms everywhere too (unfortunately not anymore because of dutch elm disease)
I was basing my assumption after my experience
I'm a hunter and remember being cringed out when people couldn't tell the difference between roedeer and a stag. Now I get embarassed because I learnt more about trees playing this mod than in my entire education
Any idea when this will be upgraded to 1.22?
Relatively soon.
โค๏ธ
as a retired mod maker for other games whever i here "soon" it transaltes to
"infinity and beyond"
(I am doing wood-related textures right now tho)
You beautiful soul take your time
Relatively (in two years)
did a full stack charred planks/boards take 42 real life minutes to make in 1.21? i know vanilla 1.22 changed the heating mechanics, and it feels like it's a lot longer than before, but i used to use better firepits mod so maybe that made it faster in 1.21 for me
Better firepit still works on 1.22, just so you know
i was under the impression vanilla had implemented at least similar changes
vanilla has indeed, but to compensate for not needing to reheat the material each time, the recipe times have been increased in larger stacks
The times have not been increased, or at least shouldn't have.
Imagine that before it took 5 seconds to heat an item stack and 5 seconds for the arrow to fill up.
So each item takes 10 seconds to finish.
For a stack of 64 it's therefore 640 seconds.
I dunno the actual numbers.
Now the stack of 64 takes 320 seconds to heat up and 5 seconds for each one to fill the arrow.
Same total amount of time, but heating up is the entire first half of the operation.
Better firepit made it take significantly less time.
think for most it wasnt how long ti take it was ore of why the temp reset or such. alteat that was what a few of my freinds that used it gave reason why back in 1.19 or so
Temp reset was theoretically so that every item used an equal amount of burn time.
That's now accomplished a different way.
1 block thin fir, again
Yep, getting those with azobes
This is naturally generated, now grown! Just super tiny.
Im adding a size boosted "from sapling" variant to each tree type now, just so they will grow normal-sized...
Idk why that happens in the first place (vanilla saplings do behave like this too but they are big enough for that size reduction to not be very noticeable), but extra treegen variants work.
I mean I'm getting similar generation with natural azobes.
Huh, strange.
Anyway I can proudly declare that I successfully fixed the "dwarf player-grown trees" issue!๐
Now just a handful of new textures and T&S shall be updated
Ah wait, since we have separate reed and papyrus baskets in the basegame now, I should make my hand baskets typed too... fairly easy to do.
Fixed very aged sleek door having the exact same texture as normal aged door:
So much routine work...
A question: should I fix the "sapling-grown dwarfism" in vanilla trees too? Or should I leave them small?
I'm for fix
I'm for update mod first then add hotf8x later
That's 15 mins of work, not much at all, I can do it for this update.
Ah
Sal door turned out to be exactly as I thought :D
Gingerbread house design...
Sleek doors done, now... lotta hue editing for new debarked log textures๐ญ
Noticed that wooden path textures are very discoloured/dirty compared to actualy types of planks they are made of, and since T&S has so many wood types similar in colour... I feel like it will be logical to make those colour-typed, not wood-typed. What do you think?
as long as dalbergia and bearnut are not the same shade I'm fine with it (I love using both while building and love the contrast they give)
Bearnut is lighter and warmer, idk, I will be sorting them
Here to dissapoint you a little, they are probably going to have the same colour of wooden path blocks. But it will be closer to dalbergia (due to darkening) and half-covered in moss, so that wouldn't even be noticeable...
But I think I will postpone these wooden paths cuz it will take more time and you want the mod now, so I'm going to fix the shields and publish the update
Done.
Still hope to add wood-typed cabinets, paths and quad logs reasonably soon...
Also as the resident Brazilian, may i possibly suggest the eventual inclusion of Brazilwood in the mod's wood roster? Its a bright beautiful red hardwood. ๐๐ป๐๐ป
Not a big fan of adding endangered species for the purpose of being cut to lumber (added tigerwood instead of zebrawood for this reason), and the wood colour is very close to existing acacia and mahogany, but I will consider
Currently only hornbeam and true cedar are on my list๐ค
at least its better to cut trees in a game then in real live...
Trueueue
I may try to find a good, different enough wood hue for it
Also should I fix redwood debarked log up-down texture? It doesn't match side texture a t a l l
Hadn't thought of that perspective yet, so thanks for sharing your thoughts, and honestly, totally reasonable. Still, thank you!
And i must say, even though it would be in the game for the purpose of being cut down, it also means that it gives us the chance to reforest them ๐
I have a group of friends on a server and we tend to replant twice the amount we chop down, leading to our bases being surrounded by forests most of the time. And the forests grow as much as our bases.
Relatable, haha
One of my friends has a habit of creating parks and alleys with evenly spaced trees surrounded by stone paths, so our "forests" look a bit strange~
But yeah in all honesty i know its a big ask so i understand if its not doable/not at all a priority, but thanks for listening to the request and for sharing your mind on it.
It's not a big ask, but let me find a wood colour sheet real quick
(found)
See, these reds and oranges on the top left (azobe, mahogany, acacia) look pale on the image, but are rather vibrant in-game, I dunno why, rendering quirks. Pau-brasil falls somewhere in that corner as bright red and I will need to come with a distinct enough hue for it to justify adding as a timber wood.
Note how this chart is lacking in colder colours, still need to find more examples of blueish or violet kinds of wood...
Can you please check your DMs? It's about brazilian fruit.
Guajacum is so ugly... I love it
legitimately looks like vomit and for that I find it strangely endearing
It does have this mess of green, yellow and orange fibers irl, I just made it a bit more saturated, as of varnished, for aesthetic purposes
there is that varnish mod, I wonder if they'll ever make an extension of it for wildcraft
Btw if you ever add the Kudzu vine I will tear you limb from limb :)
If I ever add it - it will be a farmland crop. With no chances of escape, haha
did the wattle fences get changed? used to be able to walk over a single fence with the 2 block step height perk from xskills, but now i can't. probably for the best if it prevents other creatures with large step heights from bypassing them, but maybe it's a change on xskills side so i thought i'd ask
This is a fix, actually! It's a fence, and thus it has a special tag for it, to prevent goats/bears from hopping over it. The fact it lacked this tag before was an oversight.
hey does wildcraft trees and shrubs work properly?
I dont need to use this version with its herbarium dependency right? https://mods.vintagestory.at/wildcrafttreeextended
This is a modified version of Wildcraft: Trees and Shrubs, updated and extended for VS v1.22.2. This mod includes cabinets, fences, and other new things from the update for all wood types. It also fixes the round shield bug that caused crashing.This mod relies on my fixed fork of Herbarium, which you can find here: https://mods.vintagestory.at/h...
I haven't added a few wood-typed things on my side yet, but other than that the og T&S is fully updated
awesome thank you:)
Deven's Immersive Backpacks
Because four backpacks shouldn't fit on your back.
What it Does
This mod completely overhauls backpacks in Vintage Story.
All baskets, bags and backpacks will now always be visible, in correct, live updating orientation.
When a player selects the hotbar slot a bag is in, it will now hide from the player's back. No mor...
how difficult would it be to add support for this mod's handling of baskets/backpacks?
I think that will happen automatically, since WC baskets use the same code that the basegame ones
I tested it out, sadly it doesn't work
immersive backpacks mod adds 2 different categories of backpack slots, main "back" pack and side slots
handbaskets in the mod occupy side slots
wildcraft baskets occupy the middle slot which is for a larger backpack and don't render a model
oh hey that's my mod! :D
hello!
I looked into it, they dont render because the WC baskets aren't supplied with an -attached shape to render on the back, and because the baskets are not added variants of the vanilla baskets, they are a separate item and not an added variant to the vanilla baskets.
To be compatible with Immersive Backpacks, a bag needs a left and a right sided -attached shape to render the side-swapping, and a patchable attribute that tells the item it can go there. I have a compatibility information section on the ModDB page if Sonya decides they want to add compatibility, but in the meantime I'll put the issue on my todo and possibly add my own compatibility patches for it. :)
ohhhh that's so cool man I love the mod
it'll be a must have for my server if it gets WC compat
It's more than likely I'll have a version with compatibility for that out by morning tbh
yooooo
I'm sold
Deven's Immersive Backpacks
Because four backpacks shouldn't fit on your back.
Here's what it does;
This mod completely overhauls backpacks in Vintage Story.All baskets, bags and backpacks will now always be visible, in live updating orientation.When a player selects a bag's slot to hold it in the hand, it will now hide from the player's back!
...
it is done.
It's so peak ๐ฅน
Congrats I guess.
Still need to texture allll those quad logs from two updates before...๐ญ
Oh yeah, the baskets from your mod don't yet support the modifier+right click to open their inventory when placed on the ground yet :p
When was that even added๐
I believe in 1.22
its a new 1.22 thing :p
so you can open backpacks like containers
Dear. This looks BEAUTIFUL
You may or may not be aware of this, Sonya, but oat and buckwheat seeds cannot be put in the forger's basket
There's a singular empress tree on the campus of the college I go to. The seeds are surprisingly sticky
Not a criticism, but is there a particular reason to have a wattle basket's code not tied to the vanilla handbasket code via "inheritFrom"? Seems like that would have been a slightly more "future proof" approach.
I have no idea what "inheritFrom" is
I updated baskets on my side already, will do some more things and update the mod. I hope to add cabinets for modded wood types, it's a lot of texture works.
Got a crash looking up parchment in the Handbook, on a 1.22.3 server running Wildcraft Trees
line 5 - System.Exception: Error while rendering item in slot Vintagestory.API.Common.DummySlot (1x Block Id 112038, Code wildcrafttree:crate)
"inheritFrom": "game:itemtypes/wearable/bag/linensack.json",
"code": "sack",
"shape": { "base": "game:item/bag/linensack" },
"variantgroups": [
{ "code": "material", "states": [ "wool" ] },
{ "code": "color", "states": [ "plain", "gray", "brown", "white" ] }
],
"textures": {
"linen": { "base": "wool:item/sack/body_{color}" },
"top": { "base": "wool:item/sack/top_{color}" }
}
}```
Example code from wool mod that adds sack variants made out of wool
My understanding it just copies all the code from linensack.json and adds specified strings to it
Since the mod goes as far as to list the genus of trees it adds... Any ideas what genus are the vanilla acacia trees?
Despite giving the same wood, there are two types of it generating, according to the wiki.
i believe there are three. there is Acacia aneura, the true mulga, Acacia pulchella, the prickly moses. the one just labeled 'acacia' tho im less sure about. i'd guess maybe the type species, but that's not what in game trees really look like imo.
...I made it so people are able to adjust their biomes and translate the mod properly ๐๐
I see. I'm working on a mod that expands tree usage, so I needed to know what tree genus are used in the game. It's really great that you've added those names to the list
Could it also be Acacia Tortilis? Prickly moses is very likely pulchella or vertillis, yea. They're quite the same
that certainly has the look of the vs trees, but acacia has like over 1000 species in it, plus species like vachellia tortilis which are closely related. so i'd imagine it could be any of a number of species, is my guess.
Id imagine it being some large acacia tree from african savannah
Ones that giraffes nibble on
Yea, that's the conundrum I'm stuck with. The quality, hardness of the wood, usages, temperatures are different between species. But, I guess the few options mentioned so far are the same mostly.
Aye. There are 1084(?) genera of acacia, from bushes to trees. They're wildly different, some safe and some dangerous, some resist cold and some don't, etc etc etc. I might be overthinking it for myself.
I've done a list of things to do with birch trees, so now I'm working on acacias.
Still, most likely to be Vachellia tortilis or something related.
WC: T&S makes their foliage prickly
Expect me adding chaga if I ever release a mushroom module xD
Oh I've read about chaga mushrooms, wouldn't be as surprising honestly. Quite a widespread shroom with many uses, albeit unconfirmed scientifically. I just didn't add it to a list because there are already many tree-growing mushrooms!
Could be used for distillation as well...
I mean, it's not medicinal in any sense, just an immunity booster
The same way many other traditional "medicines" work, just help the body to fight whatever sickness is hapenning
True
if you're going to add birch bark, there are a number of crafts you could make with them... shoes, baskets, cups, and the one you'd likely be asked about most, canoes
I haven't dug too deep into that, but I believe the bark for canoes is mostly for water protection, not actually being made from them fully? Not sure. But possibly yes.
Other stuff - yea, I've seen it
Are there any plans to add quarter logs?
Of course they are. Im just terribly late to do this due to crazy amount of texturing work.
Understandable
Me
same, love doing details with them
almost all my houses and a windmill were made with them
Eventually ๐
I was about to say something about these houses looking extremely western european, and then I saw it's polish language, and everything became clear.
Why the "No this is not Minecraft" tho? ๐
oh i learned about that command and i thought it was a bit funny at the time i took that screenshot
What command? Now I want to know too lol
I found something tasty on Acacia Tortilis: https://eijppr.com/storage/models/article/PPvOcSrg1oevueuGrdRIf8Jggui2MwuMK2Cb448UCvt5nEhqsOrzd8rX5vOj/a-review-on-acacia-tortilis.pdf
Hell yea. Lots of info.
oh god.
The next tree is... crimson king maple,woo.
The question is
If crimson king maple is a cultivar of Acer platanoides
Then what genus are the standard maples in the game?
Maybe it's the same
.notminecraft
Based
Getting this error, not sure where to post this.
Known issue, called "a marita bush outside of world borders throwing a riot". Caused by F&N, not T&S. Still unfixed, but harmless.
does this mod still have the issue with a memory leak or has it been patched?
No idea, I don't have such issue with it personally.
issue with eco machina? with the honey locust tree
looks to be like a texture issue due to the thorns being adapted for full-size blocks or something
Yeeeeee those should be thorns
The mod 1) does weird texture distortions and 2) makes the trees look out of place
Only reason I'm asking is cause I want to use this mod more than the biodiversity one
i saw in the FN chat you mentioned you need to work more on the trees, do you have anything planned out for what's to come?
I really need to implement quad logs and cabinets for new wood types already... and a few other ideas like hornbeam
Is it intended that weeping willows leaves don't drop willow canes?
Normal willow leaves do but i think both should
They should. I probably missed this, thanks for notifying
is there a way to stop this mod from changing the cozy bed?
Is there a version of this that works with 1.22 anywhere by chance?
It works on 1.22
i disabled everything else and its still doing it @formal bear
in addition the wrong texture is YOUR mahogany.
At least it's really pretty.
Hey is anyone experiencing issues with performance, handbook issues, and crafting issues with wildcraft trees
what mod?
It was mainly expanded foods and aca which is known i just missed it, but i think there could've been others but it was alot of mods in the list
Is wildcraft Trees and Shrubs compatible with ACA/EF or nah?
I do love my charred wood but can't just abandon the cooking mod over it
There should be no conflict.
Would you object if I cut everything but the charred wood related files for use in my server? It's just two users in there so far, and I don't plan on publishing it.
Why not. Sad you don't want to see any new trees tho๐
I assume this has been asked a million times already but is the Mod compatible with latest version 1.22.7?
It is totally compatible!
It still lacks a few new features like cabinets and (sigh) quad logs, but very much playable
Gotcha gotcha
