RimWorld

RimWorld

High Density Forests(Patches)
50 Comments
тетеря, блин 1 Aug @ 4:35pm 
just in case (on startup):

[High Density Forests(Patches) - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/BiomeDef[defName = "ColdBog"]/wildPlants/Plant_TreeCypress"): Failed to find a node with the given xpath
[End of stack trace]
...
https://gist.github.com/HugsLibRecordKeeper/cc403d8bc52fe395455b518686106e3a
Mania 16 Jul @ 2:59pm 
What would be in the settings, if you don't mind me asking?
velcroboy333  [author] 16 Jul @ 2:11pm 
Coming soon. I'm exploring the possibility of adding settings
Mania 16 Jul @ 1:56pm 
1.6?
velcroboy333  [author] 11 Jun @ 8:35am 
It should be safe. Always make a backup save just in case. I think it's reasonable to look into adding a slider for the next update
thesoupiest 11 Jun @ 6:26am 
Is this safe to remove from a save? Also, is there any plan to implement some kind of slider to change how dense forests are/how fast they spread? I've loved this on my archipelago run so far but the forests are spreading so fast!
velcroboy333  [author] 12 May, 2024 @ 2:20pm 
Thanks for the log. I'll look into it tomorrow
12 May, 2024 @ 10:56am 
Your mod seems like it fails to patch those vanilla biomes listed below.
Full log: https://gist.github.com/HugsLibRecordKeeper/c71b6b0fa40986b52d8a1182dd2ddc10
[High Density Forests(Patches)] Patch operation Verse.PatchOperationReplace(Defs/BiomeDef[defName = "TropicalSwamp"]/wildPlants/Plant_TreeMaple) failed
[High Density Forests(Patches)] Patch operation Verse.PatchOperationReplace(Defs/BiomeDef[defName = "BorealForest"]/wildPlants/Plant_TreePoplar) failed
ALE199 8 Apr, 2024 @ 5:40am 
Hey you could do something akin to this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=751887749

Where there are real trees and clutter trees so cutting wood doesn't take an eternitty nor do you have a huge surplus of wood
velcroboy333  [author] 2 Apr, 2024 @ 3:31pm 
@Rei, trees will always try to grow back to the density set by this mod.

@KarmaP, I have a bunch of mods to update but if you remind me in a couple weeks, I'll take a look.
velcroboy333  [author] 2 Apr, 2024 @ 3:30pm 
Updated for 1.5. No changes made. Let me know if any bugs pop up.
Cheers.
Rei 19 Jul, 2023 @ 2:04pm 
Do trees grow back as densely as they did at the start of map generation? Or do trees grow back as in vanilla, without any density?
Karmapowered 26 Jun, 2023 @ 9:43am 
I like what this mod does.

May I suggest a patch for the different Regrowth biomes , since they basically completely retool the vanilla biomes ?

The "Regrowth" mod already increases vegetation density by default, but not like your mod does, where I can really see whole patches of trees like in a real forest.

I realize it's only a XML value to tweak, but I think it still would be best to have as a separate mod.

Thank you for your consideration, and sharing your mod with us.
velcroboy333  [author] 16 Feb, 2023 @ 3:04pm 
So, first I'd say completely unsub this mod and confirm it's gone by looking in the folder at drive:\SteamLibrary\steamapps\workshop\content\294100 for 2278269440. Make sure it is gone, delete it manually if you have to.

Then you can delete your player logs in C:\Users\Username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios.

Other than that, I can't really see where other data might be hanging out. Verify the game after all this and double check the mod doesn't re-download(this happened to me before.)
Fawx 16 Feb, 2023 @ 2:07pm 
Right, that's what I meant. Sorry I should have clarified that. I'm generating entirely new worlds and the trees are still crazy dense. I'm sure it's leftover data somewhere but I'm not sure where.
velcroboy333  [author] 16 Feb, 2023 @ 1:54pm 
Once the map generates, it has a certain number of trees (rock, debris, animals, etc) Removing this mod won't remove already generated trees. However, they won't generate new ones at the rate they would with this mod active. So, if you clear a bunch out, they should stay relatively clear.

Now, if when you are generating a brand new map w/out this mod and trees are still very dense, that's another issue I'd have to look into/probably would require you to clear some files.
Fawx 16 Feb, 2023 @ 1:43pm 
Alright I've got a weird one that I'm sure is an easy fix. Probably just need to clear out some files or something but I'm not yet familiar with exactly what files to clear out.

I loaded this mod, decided that it was a little too dense for my taste when combined with Majestic Foliage, and then deactivated this mod. For whatever reason even with this mod disabled, my worlds still generate with extremely thick forests. There's a tree on practically every tile. Any ideas what I need to clear out to fix this? Thanks.
velcroboy333  [author] 5 Nov, 2022 @ 8:30am 
That doesn't seem like anything this mod would affect. Do you have your population settings up?

I tested with just this mod and there seems to be an appropriate amount of settlements. So, I'm assuming there's another mod at play. Turn dev mode on while generating a map and see if any errors pop up.
Matek 5 Nov, 2022 @ 2:52am 
Hi, with this mod active the settlement spawning/creation seems to be broken. There will be only a handfull, atmost, settlements on the map. Any idea what could be the issue?
velcroboy333  [author] 12 Oct, 2022 @ 2:02pm 
velcroboy333  [author] 12 Oct, 2022 @ 1:55pm 
Updated for 1.4

Will look into settings for a future update.
tanitanino 31 Jan, 2022 @ 1:51am 
Cool mod! Would it be possible to have settings with a slider to tone it down a bit? A temperate forest map fills up with trees within a year which is a bit too much but if I could tone it down this mod would be perfect. Thanks
velcroboy333  [author] 15 Oct, 2021 @ 8:41am 
Biomes it doesn't affect are Ice Sheet, Sea Ice, Extreme Desert, and Desert.
IQDeclined 14 Oct, 2021 @ 9:39pm 
What constitutes 'extreme' biomes? Does this mod apply to tundras?
velcroboy333  [author] 27 Sep, 2021 @ 8:12am 
Yes, that's what that means.
Ares 27 Sep, 2021 @ 8:05am 
Thanks! Does that mean other trees will still spawn, but only at their original rates? That'd be fine with me.
velcroboy333  [author] 27 Sep, 2021 @ 7:56am 
It should only affect Vanilla trees. I'm not opposed to added others though. And it should be safe to add to a save.
Ares 27 Sep, 2021 @ 7:40am 
I'm willing to sacrifice my save for science if you don't have an answer
Ares 27 Sep, 2021 @ 7:39am 
Is this compatible with mods that add trees like Vegetable Garden? I'm on the jungle (tropical rainforest maybe I'd have to check...) biome and there are fruit trees and whatnot.
velcroboy333  [author] 19 Aug, 2021 @ 9:57am 
There shouldn't be any conflicts. I have used it with many VE mods and the majority of the ReGrowth mods. It currently only affects Vanilla biomes and RF-Archipelagos but I can add support for others it that's what you want?
smikeproject 16 Aug, 2021 @ 2:48pm 
Is it fully compatible with "Vanilla Extented Collection" and "ReGrowth Collection" ?
velcroboy333  [author] 20 Jul, 2021 @ 10:41pm 
Make sure it fully downloaded. Sometimes it doesn't go through properly right after an update.
Crasher105 20 Jul, 2021 @ 10:39pm 
Hm, still shows up in the mod list as being unsupported, bug?
velcroboy333  [author] 20 Jul, 2021 @ 10:32pm 
Updated for 1.3
velcroboy333  [author] 5 Jul, 2021 @ 4:05pm 
Attention: I will absolutely be updating all my mods to 1.3. I want to take the time to look at the new code first in order to make sure the code changes are implemented correctly for the new version, as well as make any balance changes, and to implement any relevant new features into my mods,

The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.

note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.

Thanks for your patience.
velcroboy333  [author] 2 Mar, 2021 @ 3:16pm 
👍🏻
_♣Caligula♣_ 2 Mar, 2021 @ 1:27pm 
Started on a new map, way dense vegetation.
Seems so far to be working fine.
_♣Caligula♣_ 2 Mar, 2021 @ 11:23am 
Awesome!
Trying it out now, will report how it goes.
A jungle with only sparse trees here and there is a bit sad.
velcroboy333  [author] 2 Mar, 2021 @ 11:21am 
Yes, I am currently using it with VGP. The patch method of this version should ensure much broader compatibility.
_♣Caligula♣_ 2 Mar, 2021 @ 11:19am 
Greetings.
Since deads dense biomes collided with vgp, is this fixed with this?
I.e working with vegetable garden project?
velcroboy333  [author] 12 Nov, 2020 @ 12:41pm 
Oh, haha, you're that Deadsnake. Didn't realize. You've got a couple thousand users of each of your mods.

As I mentioned in the description, I made this for a request but I've also been using it since then and I really like it.
Deadsnake_at 12 Nov, 2020 @ 10:50am 
nah was just suprised someone used something that i made
TremorousCawkasaurus Rex 12 Nov, 2020 @ 1:24am 
lol no i use steel for everything
velcroboy333  [author] 11 Nov, 2020 @ 1:11pm 
Is that a question?
Deadsnake_at 11 Nov, 2020 @ 11:10am 
Wait what
TremorousCawkasaurus Rex 8 Nov, 2020 @ 3:34am 
i dont need wood lol
velcroboy333  [author] 7 Nov, 2020 @ 12:33pm 
Send me a game log, TC Rex, and I can probably figure out which mod is interfering.
turkler 7 Nov, 2020 @ 11:59am 
most likely not a bug on your end since it works fine on my 200 something mod modlist
velcroboy333  [author] 7 Nov, 2020 @ 8:19am 
Hmmm, that's not happening on my end. Can you tell me what biome you are playing in, and if you have any modded biomes?

TremorousCawkasaurus Rex 7 Nov, 2020 @ 2:02am 
this is creating trees that are infinitly cuttable