Space Engineers

Space Engineers

Buildable Trees and Bushes
41 Comments
Sharps 29 Jun @ 1:21am 
Is there going to be a fix?
TheRanker 13 Jun @ 5:54pm 
removing the mod fixes all the issues.

alien trees or not.. mod is busted and broken.
TheRanker 13 Jun @ 5:51pm 
this mod is broken.. it converts the grid to uncollisionable. making the grid uneditable.. even after copy paste with the trees built. 90% of the grid loses its collision and makes the grid unediable and unusable.
Brian Stormborn 25 May @ 7:52am 
there's definitely a bug in this mod.after a while the game acts up
CynicDragon 23 Oct, 2024 @ 3:40am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2582405176 this mod has everything I want/need, EXCEPT, it's got WAY to many blocks in the G menu, and clutters up the G menu like crazy, the blocks need to be condensed into the stacked icon version aka (scroll wheel selection)
CynicDragon 23 Oct, 2024 @ 3:26am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2454804660

This is the mod that's in the list I use, I wish they would be expanded on, like at least 1 block for each planet's ground scheme, so that I can "plant" (place) the trees of planet in their native soil
CynicDragon 23 Oct, 2024 @ 3:23am 
Yes, I think your over thinking it, I'll send you a link to, not actually moving grass, it's a static picture of the texture, like one of the block skins
wellington6012  [author] 23 Oct, 2024 @ 2:40am 
It's something I really wanted to do, but from a game engine perspective, grass being a voxel material is completely different to block models. Not saying impossible, but you'd need to be a expert in blender, and I don't even have it downloaded. So it's a flat no from me sorry, at for the next 5 years, which is how long I think it would take to learn. Is there a terrain blocks mod I don't know about?
CynicDragon 23 Oct, 2024 @ 12:05am 
Grass in block form, like the corresponding terrain theme piece that each tree type would sit on, for instance a alien tree would be on a alien terrain block, was just a thought, you don't need to act on it, I currently have three mods in my list that all do tree/bush adding, it would be great if I could condense it to just one mod, to shorten the list, no there's no mod out there that has everything I need, yours is close, but doesn't have the terrain blocks, also doesn't specifiy if it handles both large and small grid?
wellington6012  [author] 22 Oct, 2024 @ 11:13pm 
Hi YungPro. Are you talking about boulders or having grass in a block form?
CynicDragon 22 Oct, 2024 @ 5:33pm 
Would be nice if the terrain blocks were inlcuded in this
Cpt Pillowy Giant 19 Oct, 2024 @ 7:51am 
I can for sure say I'd love a fix for them Red/Orange trees Mr Wellington (PS Love your Youtube vids) I play with SirFlutternutz and took us a while to find out what the problem was, I'd rather use the Orange tree as it fitted perfect into the design that we have on the base.
wellington6012  [author] 7 Oct, 2024 @ 10:25pm 
Hi SirFlutternutz. I'm finding it difficult to understand your comment, might be useful to jump into discord with some pictures of whats going on.
wellington6012  [author] 7 Oct, 2024 @ 10:23pm 
Hi Gimmix. Thanks for the suggestion, I have been considering the changing the collision box to something like say walkway panel, but I'm reluctant to do it, I don't know enough about this type of thing and with 3K sub, the last thing I want to do break it or wreck a build of anyone using the mod, however unlikely that is to happen. Leave it with me, I might do a v2 when i have time that sub can choose to upgrade to.
SirFlutternutz 6 Oct, 2024 @ 5:00pm 
So the red/orange alien trees when placed on a grid, will render all cube blocks (no other shapes) on the grid incorporeal, but only after a reload of the game or c/p of the grid. When removing the tree and reloading the grid, it fixes the problem.
Gimmix_14 5 Oct, 2024 @ 7:10pm 
could it be made that the mounting points and collision boxes reflect actual bushes and trees? ( i know bushes don't normally have a collision, but even if it was just a tiny cube on the ground)
wellington6012  [author] 10 Sep, 2024 @ 6:50pm 
A good thought @DlriumTrgger, well beyond my amateurish abilities.
DlriumTrgger 10 Sep, 2024 @ 5:54pm 
is there a way to make these into oxygen farms? maybe scripted to work in pressurized environments only?
wellington6012  [author] 10 Sep, 2024 @ 5:41pm 
Negative, I'd doubt that is possible in the game engine outside of being a developer. I tend to put them on a grid and link them underground so they are part of a larger grid. That said, I believe 'stations', which the tree blocks would be in you anchor them in the voxel, are not included in trash clean settings by default.
Amos Burton 10 Sep, 2024 @ 8:43am 
are you able to instead of being a grid, make them be a voxel. this will prevent them from being cleaned up.
Ribbons0121R121 8 Aug, 2024 @ 5:01pm 
gonna bury my base with this, genius move...as long as no one walks by holding a welder
semtex 6 Aug, 2024 @ 12:57am 
What are we going to explain... SE is full of missed opportunities, wasted chances and discarded possibilities.

Unfortunately, this horrific disease has already attacked the creators of plugins and mods as well. They don't cooperate, everyone is playing in their own sandbox, reinventing the wheel for the hundred and eleventh time. And they're jealous and envious - they're playing at copyright and similar nonsense.

Translated with DeepL.com (free version)
wellington6012  [author] 5 Aug, 2024 @ 3:50pm 
Hi Semtex. It does seem like a missed opportunity by the devs to use trees as a resource, maybe it was something they intended to use, as organic material is an ore in the base game, but maybe it didn't work or they chose other priorities.
semtex 5 Aug, 2024 @ 9:49am 
2.
A felled and processed tree randomly provided seeds. A seed dropped on the ground was replaced with a "script object" that gradually changed its models and scale, simulating the growth of a tree (the final model and size were generated randomly from the available options). At the final stage of growth, the "object with script" was replaced by a normal "tree" object with the appropriate model and at the correct scale, and the "object with script" was removed.
The main problem was that when planting more trees, the load on the game engine grew enormously due to the amount of scripts ...

Perhaps such a mechanism could be created in SE as well.
semtex 5 Aug, 2024 @ 9:49am 
Good idea, but it would need to be reworked more in depth. As Lord_Anubis writes - it would be appropriate for the trees to provide "Organic" and "wood".
It would be appropriate to create a mechanism that would allow the removal and planting of not only trees, but all types of vegetation, including all types of shrubs and grasses.

A few years ago, with a group of helpers, I created a " Woodcutter" plugin for Skyrim (still available on Nexus) - one of the options was planting trees.
Romulous 5 Aug, 2024 @ 6:03am 
Now I can put all those trees back I mowed down :steamhappy:
Komrad Crispex 4 Aug, 2024 @ 7:31pm 
Thank you very much for this mod.
ElCalvario38 24 Jul, 2024 @ 11:16pm 
muy bueno
Lord_Anubis 23 Jul, 2024 @ 9:24am 
would be nice, if we could build this in vanilla with the Organic Resource
wellington6012  [author] 22 Jul, 2024 @ 4:07pm 
BananaRebel, that's something I would love to do, however that is a big step beyond what I am capable of right now, but it's something I'm going to try to learn sooner rather than later.
BananaRebel 22 Jul, 2024 @ 10:47am 
I was just about to start making this mod! If you're taking requests can I beg for a 1x1x1 grass block?
Ronin Planetary Industries 22 Jul, 2024 @ 8:44am 
If you're going to expand this, create a 1x1x1 block with grass as a texture. That way players can create lawns with trees and bushes on them that don't despawn. Just a thought.
Thalia 21 Jul, 2024 @ 8:37pm 
I've been pining for a mod like this, congrats on front page!
wellington6012  [author] 21 Jul, 2024 @ 4:51am 
I see what you did there.
phfor 20 Jul, 2024 @ 11:26pm 
Just the thing to spruce up my outpost with!
Red Unit 20 Jul, 2024 @ 2:41pm 
:bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::SunnyDay::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud::bigcloud:
:green_tree::Veggies_Grass::bigtree::Veggies_Grass::babytree::Veggies_Grass::bigtree::Veggies_Grass::green_tree: Thank you! :green_tree::Veggies_Grass::bigtree::Veggies_Grass::babytree::Veggies_Grass::bigtree::Veggies_Grass::green_tree:
Sarekh 20 Jul, 2024 @ 3:30am 
Very nice, gonna grab that, thank you very much for creating this, might use it for scenarios!
Wacky 20 Jul, 2024 @ 1:56am 
Good to know, Thank you.
wellington6012  [author] 20 Jul, 2024 @ 1:19am 
Wackyboy. While they look like trees and bushes, they are not trees or bushes. They are a custom block that utilises copies of the models. No mod, no block.
Wacky 20 Jul, 2024 @ 1:02am 
Semi-Important question: Will the models stick around if I then (after placing) remove the mod from the world? I'm assuming no, but figured I'd check. This looks awesome though, really should be vanilla