[ModPack] Cool Trees [cool_trees] (z3)

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runs
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[ModPack] Cool Trees [cool_trees] (z3)

by runs » Post

Image
Cool Trees

This mod includes:
- All my tree mods in one modpack.
- Also the schematics in .mts and .lua format.
- A pack of Doors.

Cherry Tree
Lemon Tree
Ebony Tree
Clementine Tree
Mahogany Tree
Pineapple
Chesnut Tree
Palm Tree
Birch Tree
Bamboo
Larch Tree
Jacaranda Tree
Pomegranate Bush
Weeping Willow
Bald Cypress
Maple
Oak
Hollytree
Plum Tree
Cacao Tree
Sequoia


License
GPLv3

Depends
Depends: default, rainf
Optional: bonemeal, doors, moreblock,s rainf, stairs, swampz

Screenshots:
Spoiler
Cherry Tree
It adds some color to Deciduous Forest. After some time the blossom will turn into green leaves and the cherries can appear.
Credits for blosssom pink texture: hfok
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Lemon Tree
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Mahogany Tree
I hate the Rainforest biome. It's stifling. This mod adds Mahogany Trees to make this biome more immersive and less boring.
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Clementine Tree
I love clementines (a tangerine variety)!
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Pineapple
- Yes, I know that already exists a pineapple in Farming Redo, but the new "RootedPlant" in v5.0 is super suitable for this. The pineapple is now a rooted plant of a pineapple and its leaves.
- They spawn naturally in Rainforest (rare). If you plant the sapling you'll get the pineapple just above (see the picture above). In this case there is not wood.
Image
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Ebony Tree
A tropical tree with the most hard and dark wood. Persimmon fruit.
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Chesnut Tree
Big and elegant tree for the prairies. To get the chesnut fruit open (craft) the burr.
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Palm Tree
Coconuts!
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Birch Tree
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Bamboo
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Larch
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More variety for the coniferous forest. A yellow-orangish wood.

Jacaranda

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Add some color to jungles.

Pomegranate

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Delicious fruit to harvest in the savannah.

Weeping Willow

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Deciduous forest shore.

Bald Cypress

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Natural of the coniferous forest coast.

Maple

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Oak

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The most iconic Temperate Rainforest tree. It produces Acorns.

Holly Tree

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The Christmas Tree!

Plum Tree

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Cacao Tree

A small Rainforest tree that can produce Chocolate!

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Doors

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Sequoia

The giant tree!

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Doors

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Downloads:
As a zip: https://github.com/runsy/cool_trees/archive/master.zip
... or browse the code: https://github.com/runsy/cool_trees/
Last edited by runs on Thu Jan 26, 2023 22:55, edited 78 times in total.

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Re: [ModPack] Cool Trees [cool_trees] (v1.0)

by runs » Post

Mod recovered!!!

The individual mods will be no recovered. It is better this compilation. All in one :-)

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Re: [ModPack] Cool Trees [cool_trees] (v1.1)

by Codesound » Post

Beautiful, Thanks!!!

R

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Re: [ModPack] Cool Trees [cool_trees] (v2)

by runs » Post

v2.0
Chesnuts!
-Added the Chesnut Tree for the Grasslands.
-Rare (the american one, almost extinct)

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Re: [ModPack] Cool Trees [cool_trees] (v3)

by runs » Post

Added palm, birch and bamboo.

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Re: [ModPack] Cool Trees [cool_trees] (v3)

by Sokomine » Post

Thanks for combining the trees into one mod. That's far better than a mod for each tree.

The textures as such look good, but...they do seem diffrent from normal MT textures? Seems they're very high-resolution. I'm not certain how well the trunks and their planks will fit into normal MTG. The style is very realistic. So...probably...better with other textures around?
A list of my mods can be found here.

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Re: [ModPack] Cool Trees [cool_trees] (v3)

by runs » Post

Sokomine wrote:Thanks for combining the trees into one mod. That's far better than a mod for each tree.

The textures as such look good, but...they do seem diffrent from normal MT textures? Seems they're very high-resolution. I'm not certain how well the trunks and their planks will fit into normal MTG. The style is very realistic. So...probably...better with other textures around?
Yes, they are 32x32 textures, sightly better than the default ones. I think that the lib_ecology mod inlñcudes my trees and the textures are 16x16.

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Re: [ModPack] Cool Trees [cool_trees] (v3)

by ShadMOrdre » Post

Yes, I have converted the textures to 16x16 for their inclusion into lib_ecology. I have not yet released this update, as there are some other things I'm working to include and bugs to fix as well. I do like the cherry trees, the textures converted down to 16x16 better than the others, IMHO.

runs, would you / could you, please please please, make Teak, Yew, and Larch?

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Re: [ModPack] Cool Trees [cool_trees] (v3)

by runs » Post

ShadMOrdre wrote:Yes, I have converted the textures to 16x16 for their inclusion into lib_ecology. I have not yet released this update, as there are some other things I'm working to include and bugs to fix as well. I do like the cherry trees, the textures converted down to 16x16 better than the others, IMHO.

runs, would you / could you, please please please, make Teak, Yew, and Larch?
Yes, I will do.

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Re: [ModPack] Cool Trees [cool_trees] (v3)

by CalebJ » Post

Your wood textures are fantastic, nice job.

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Re: [ModPack] Cool Trees [cool_trees] (v3)

by trainwrecktony » Post

not sure if my copy since i ripped the folder from your bogart game then manually applied future commits but is there an issue with clementine tree growing 1 node too deep?
Server Owner trainwrecktony.serveminecraft.net:30000 irc.freenode.net ##minetest-trainwrecktony

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Re: [ModPack] Cool Trees [cool_trees] (v3)

by ThorfinnS » Post

Birch trees, too. I figured that was the intent -- the block becomes the roots.

Also, the chestnut spawns a grass 2 tiles east, 3 tiles south at the same level as the seedling was placed (or something like that). Put a dirt block on top of level ground, add a chestnut sapling on top of the block, wait for the tree to grow, and the floating grass makes it really obvious.

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Re: [ModPack] Cool Trees [cool_trees] (v3.1)

by runs » Post

v3.1:
-Fixed: It appeared a grass block with the chestnut tree.

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Re: [ModPack] Cool Trees [cool_trees] (v3.1)

by runs » Post

Yes, the root. If annoying or low tree then I can 'fix' it.

I've uploaded a new version with the chestnut grass issue fixed.

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Re: [ModPack] Cool Trees [cool_trees] (v3.1)

by CalebJ » Post

I'd like some new trees to be added, please, to complete the rainforest and bring more of Africa to Minetest.
Here's the trees I propose: (edited)
Joshua Tree
Kapok tree (this is a big tree --- complete with bromeliads and ferns on the branches?)
Kauri Tree
Za Baobab
Dragon Blood Tree


Thanks for looking! If its too annoying for you to make them, PM me. I can help you if needed :)
Last edited by CalebJ on Fri Nov 06, 2020 01:07, edited 1 time in total.

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Re: [ModPack] Cool Trees [cool_trees] (v3.1)

by runs » Post

Ye sI will do a lot more :-)

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Re: [ModPack] Cool Trees [cool_trees] (v3.1)

by CalebJ » Post

Awesome! Can't wait until this is a reality :)

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Re: [ModPack] Cool Trees [cool_trees] (v3.1)

by runs » Post

I'm working on the larch actually.

Image

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Re: [ModPack] Cool Trees [cool_trees] (v3.1)

by ThorfinnS » Post

Oh, really quickly, if the spawn is in a region of birch and bamboo, it's very often in the trunk of a birch. I don't know if there's anything you can do about that, but its common enough that I've put a sign up in the computer lab of what to do if you spawn and get the HUD but totally black screen.

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Re: [ModPack] Cool Trees [cool_trees] (v3.2)

by runs » Post

ThorfinnS wrote:Oh, really quickly, if the spawn is in a region of birch and bamboo, it's very often in the trunk of a birch. I don't know if there's anything you can do about that, but its common enough that I've put a sign up in the computer lab of what to do if you spawn and get the HUD but totally black screen.
I've defined the 'is_ground_content = false,' in the birch trunk, wich was missed. So I guess the issue is resolved.
Last edited by runs on Fri Jul 05, 2019 18:12, edited 1 time in total.

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Re: [ModPack] Cool Trees [cool_trees] (v3.1)

by runs » Post

v3.2:
-Fix: You could spawn into a Birch trunk.

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Re: [ModPack] Cool Trees [cool_trees] (v3.2)

by ShadMOrdre » Post

runs,

The issue above may be due to using the same noise params to define decorations, but I also experience this when just using side_len and fill_ratio, where decorations are placed on/within other decorations. I currently see a tree spawning on top of grass in areas. I'm working on a fix, but it may mean using different noises for each tree / plant that I spawn.

Just an FYI

Shad

P.S. Thanks for the Larch. I'm looking forward to adding it into lib_ecology. Also, we seem to have an abundance of northern hemisphere trees, but are really lacking in southern hemisphere trees, not including the australia and Aoteara mods.

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Re: [ModPack] Cool Trees [cool_trees] (v3.2)

by runs » Post

ShadMOrdre wrote:runs,

The issue above may be due to using the same noise params to define decorations, but I also experience this when just using side_len and fill_ratio, where decorations are placed on/within other decorations. I currently see a tree spawning on top of grass in areas. I'm working on a fix, but it may mean using different noises for each tree / plant that I spawn.

Just an FYI

Shad

P.S. Thanks for the Larch. I'm looking forward to adding it into lib_ecology. Also, we seem to have an abundance of northern hemisphere trees, but are really lacking in southern hemisphere trees, not including the australia and Aoteara mods.
But it is related to player spawning, checking a node that would be "air" maybe.
P.S. Thanks for the Larch. I'm looking forward to adding it into lib_ecology. Also, we seem to have an abundance of northern hemisphere trees, but are really lacking in southern hemisphere trees, not including the australia and Aoteara mods.
I'm a northern man :-) But in future I will add more "strange" (for me) trees.

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Re: [ModPack] Cool Trees [cool_trees] (v3.2)

by ThorfinnS » Post

Ebony's trunk grows 2 tiles north and 2 tiles east of the sapling, and leaves the original sapling where it was. I don't think that sapling will grow a second tree later. At least I have not seen it do so letting it run a couple game weeks after chopping the first grown tree.

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Re: [ModPack] Cool Trees [cool_trees] (v3.2)

by runs » Post

v3.3
-Added larch.
-Fixed: Position of ebony tree when grown.

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