Open sofar opened 8 years ago
From the forum:
Trees:
- I've chosen 9 trees:
- Oak
- Beech
- Birch
- Pine (like Pinus Pinea, in hot and dry places, contrary to MTgame's pines which are firs !)
- Fir
- Jungle trees
- Mahogany
- Palm tree
- Apple tree
- Of course, they shouldn't be copied from any existing mod.
- Size of trees: bigger than in MTG, smaller than in Moretrees. Ideally 12-15 nodes for a beech or oak, less for apple, palm and birch, and more for fir and jungletree. Should vary a lot within the same species.
- Every tree should have its own wood with a slightly different color.
Plants:
- Some rare plants with very specific biomes, needed for particular crafts
- Much more intermediate plants, shrubs than in default game. Some forests with dense undergrowth will be difficultly penetrable, which will be fun. Ideas: brambles, ivy, ferns…
Additional thoughts about naturally growing trees:
When a tree spawns from a sapling, it gets a random param2 value of 2-4, making a tree that has a 2-4 high trunk. Each tree can grow, over time, higher or outwards by increasing the trunk param2 value by 1, and adding a trunk at the right places up in the tree. This can continue until the param2 of the base equals the max. (e.g. a random value of 6-9).
With a branching and leafing strategy tree shapes could be almost entirely organic.
"at param2 = 4 make 1 branch with 25% chance in N,E,S,W dir" "ar param2 = 2 make 1 leaf ne, 1 leaf nw, 1 leaf se, 1 leaf sw with 75% chance and 1 leave U with 75%"
Describe vegetation types, variation, relationship with sediments, ores and biomes. Describes resources obtained from vegetation. Describes spread, growth, regrowth, die off of vegetation