RimWorld

RimWorld

Better Trees
175 Comments
Enrico  [author] 2 Sep @ 2:46pm 
If you want to do personal modifications to the trees to "fix" this, adding <forceIsTree> won't change a thing. You'll have to remove the altitudelayer tag from the giant medieval trees instead.
Enrico  [author] 2 Sep @ 2:44pm 
That's not an issue, that's a feature. Medieval Overhaul works like that by default even without Better Trees, and it's for a good reason, because otherwise they clip like crazy due to Rimworld's weird rendering system.
Fodofox 2 Sep @ 2:42pm 
Seems like this mod has issues with Medieval Overhaul's Great Fir and Great Iter, it renders them above all others, ruining the look.
Even after adding <forceIsTree>true</forceIsTree> though, in case that was the reason, it behaved the same
Enrico  [author] 31 Aug @ 11:06am 
Please do!
qux 31 Aug @ 10:47am 
Hi @Maal, do you think it would be possible to do this for Comigo's textures? I could release a continued version of its textures with this mod.
-=GoW=-Dennis 30 Aug @ 8:54pm 
I do have an issue with the hives from Alpha Bees when this mod is active - the hives display really pixelated and low quality. If I turn this mod off, they display in normal quality. (I use DDS files via RimSort)
Enrico  [author] 29 Aug @ 3:25pm 
Vanilla overlays are no longer displayed on Djeeshka trees, but I'm looking forward to your snow overlays nonetheless!
Maal 29 Aug @ 2:28pm 
A bit busy this week end. So the snow overlays will be done in the coming week. You'll all have to tolerate the missmatched vanille overlays for a week. :p
Enrico  [author] 29 Aug @ 6:54am 
Update 29 Aug 2025:
- Added support for snow overlays. (MatureSnowOverlay, ImmatureSnowOverlay, LeaflessSnowOverlay)
- Added support for LeaflessImmature state.
- Changed framework to override original tree's support for certain states and overlays, allowing full creativity for artists.
- Fixed mismatching vanilla snow overlays rendering over retextured trees.
- Fixed snow overlays not hiding when tree is ghosted.
- Fixed Medieval Overhaul error.
BenFD 29 Aug @ 2:58am 
I'm getting error messages about compatibility between Medieval Overhaul and this mod. Is there a way to fix this?
CrimsonKnight 29 Aug @ 2:03am 
That is so cool! You guys rock with these updates.
Enrico  [author] 28 Aug @ 11:08pm 
I'm working on adding snow support to the framework, and @Maal is working on creating new snow overlays for the Djeeshka textures.
Damug 28 Aug @ 10:34pm 
Thank you so much for the "ghost entire map" option, it is very much appreciated.
CrimsonKnight 28 Aug @ 9:13pm 
It looks like it's an overlay; the snow is arranged on the pine tree as a pattern as if it should be on a different shape of tree.
тетеря, блин 28 Aug @ 5:06pm 
> The snow looks funky on the Djeeshka textures

is it works as a snowy overlay on top of a texture? I'm not playing right now, but I thought snowy variant is a completely different texture.
CrimsonKnight 28 Aug @ 4:29pm 
Uh oh, today's 1.6.4566 update adds snowy trees in the base game. Is that even possible to work with this mod? The snow looks funky on the Djeeshka textures
тетеря, блин 28 Aug @ 3:31pm 
do all the trees need a snowy variant? loved «Snowy Trees» mod since A16, but I imagine how much work it would require now to prepare all we have to that beauty. I wonder why they haven't went further and didn't add seasons in general, like autumn… but that would be beyond insane.
Enrico  [author] 28 Aug @ 7:01am 
Update 28 Aug 2025:
- Added "Djeeshka Scales" scale template and made it the new default.
- Added "Ghost Entire Map" toggle in the transparency settings.
- Added "Reset to Defaults" button in the transparency settings.
- Fixed fibercorn being listed between the trees.
- Fixed tree transparency toggle widget overlapping "Cleaning Priority (Continued)" toggle when having that mod installed alongside "Minimal Light Control".
Damug 26 Aug @ 10:25am 
Oh, I am, but I'm still locked at like 25 tile radius with it even though I can put a bigger number in the field better sliders offers. Which isn't quite a big enough radius to not have the trees on the edges of my screen flicker in and out at a close to medium-ish zoom level.
VitaKaninen 26 Aug @ 10:04am 
@damug, if you use the Better Sliders mod, you can get around a 60 tile radius.
Damug 26 Aug @ 9:54am 
On that subject, any chance to add a toggle in the sub menu for the tree ghost mechanic to just apply it to the whole map instead of only those under the cursor?

Thanks!
Enrico  [author] 26 Aug @ 9:45am 
@raz334 You could also make the trees smaller or simply enable the tree ghost mechanic that allows you to see through trees at your cursor.
raz334 26 Aug @ 9:43am 
with this mod, i'd have to set the entire forest on fire just so i could see the map and whats on it being hidden by the tree's... /sigh... ah well moving on...
* i do like the look of the trees in this mod though, great job... if only i could see the objects..
VitaKaninen 25 Aug @ 10:23pm 
I originally thought it was due to Planning Extended, since the problem only started when I removed that mod. After some more testing, I found that the problem would occur when I used Better Trees, Minimal Lighting Control, and Cleaning Priority continued together. I reported it to Minimal Lighting control, and they suggested it was due to this mod.
Enrico  [author] 25 Aug @ 10:17pm 
Its prolly my fault, as this is the first time I've done such a widget. What was the other mod?
VitaKaninen 25 Aug @ 4:17pm 
I have found a weird problem that is causing buttons in the lower right of the screen to overlap. I thought it was due to another mod, but when I reported it to them, they said it was this mod that was causing it and and was due to not properly advancing the widget position in DoPlaySettingsGlobalControls. If you need more information, please let me know.
Enrico  [author] 24 Aug @ 4:54am 
:D
hoteldoor538 24 Aug @ 1:28am 
thats understandable, i could disable dark forest for now but thanks for the fast respond time and update thats the fastest patch ive ever seen and i wanna let you know that i think its very cool
Enrico  [author] 24 Aug @ 1:17am 
Yeah so that is actually how the vanilla mod works as well. The vanilla mod renders the "great oak" above every other tree, and then the other great trees such as "great iter" will always be rendered below the great oak. MO does this to stop the weird clipping you saw in the previous Better Trees version, but it also leads to situations like in your most recent image. Sadly this is unfixable without having that weird clipping return.
hoteldoor538 23 Aug @ 9:58pm 
https://imgur.com/a/Z5qrcLU
it looks like this
hoteldoor538 23 Aug @ 8:51pm 
the great trees still kinda overlaps over other trees but it doesnt clip as badly as the last version
hoteldoor538 23 Aug @ 8:44pm 
THANK YOU VERY MUCH
Enrico  [author] 23 Aug @ 3:39pm 
Gotcha, so you wish to apply the textures of MO trees to other trees. This is what an add-on can do.
veoba 23 Aug @ 3:38pm 
Maybe i didnt understand bit - i dont use MO, but i love trees from it.
Enrico  [author] 23 Aug @ 3:36pm 
Add MO trees to the menu? Medieval overhaul trees are already listed in the menu.
Add MO tree textures to the texture dropdown list? Gotta make an add-on for that.
veoba 23 Aug @ 3:34pm 
Is there a way to add trees from Medieval Overhaul?
Enrico  [author] 23 Aug @ 3:18pm 
Update 24 Aug 2025:
- Changed trees that were already rendered high above pawns to be unaffected by the "Render Above Pawns" toggle, leading to Medieval Overhaul's trees no longer rendering weirdly.
- Changed max radius of tree transparency to 25 tiles, for the mad lads with giant trees.
hoteldoor538 23 Aug @ 11:36am 
is there a patch to fix the layering issue with the giant tree in medieval overhaul dark forest and the other trees while still being able to keep the tree rendering in front of the pawns?
Enrico  [author] 22 Aug @ 10:37am 
Vanilla pine tree shaped like triangle, Djeeshka pine shaped like tall circle. It's not a simple repositioning.
Eclipse 22 Aug @ 10:36am 
The overlays use some kind of positioning or just new texture variant of the tree?

Maybe you could take vanilla snow overlay textures for trees and reposition their appearance on custom textures?
Enrico  [author] 22 Aug @ 8:54am 
Whether or not modified snow textures will be made for Djeeshka's textures, remains to be seen, but we'll have some form of solution to fix the snow weirdness that is currently occurring, so you can continue to enjoy Djeeshka's tree textures, snowy or not.

Whether it's modification or removal of snow on Djeeshka trees, etc. There's like 22 tree textures, and I didn't make them - I'm not the artist - and to expect anyone to make 22 snow coverings is a bit much, but we'll see if the community jumps in to help or whatever.
Eclipse 22 Aug @ 8:47am 
Are you going to update the mod so snow appeared well on djeeshka’s trees by default?
Enrico  [author] 22 Aug @ 8:19am 
So I just checked. It appears Ludeon created snow "overlay" textures for all trees and foliages. These overlays still get overlayed on top of Better Trees' trees, but - depending on the tree - they may look extremely off on Djeeshka's tree textures. I guess I'll have to modify Better Trees to allow for snow texture modification or disabling.
Enrico  [author] 22 Aug @ 8:08am 
I've no idea, but thanks for pointing it out.
Maal 21 Aug @ 6:12pm 
Made 2 variants for each tree included in this mod in my submod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3543705507

Simply enabled the template "Maal's Variant Tree Textures" to enable them.
Enrico  [author] 16 Aug @ 10:54am 
Update 16 Aug 2025:
- Changed tree transparency hotkey from [T] to [Equals] because it was already taken by a vanilla hotkey
tanyfilina 16 Aug @ 10:52am 
Can you maybe set the hotkey mechanism, but not bind any key? So that players could choose the key that is convinient to them in the game settings.
Enrico  [author] 16 Aug @ 10:47am 
bruh there's literally no key that's unused it seems, someone suggest smth pls