RimWorld

RimWorld

Better Trees
207 Comments
Enrico  [author] Sep 14 @ 5:23pm 
without issue
Mythophile Sep 14 @ 5:22pm 
how does this play with Regrowth 2?
тетеря, блин Sep 14 @ 8:27am 
could you, please, upload more snowy previews? thanks for the mod!
CrimsonKnight Sep 13 @ 10:39pm 
Thank you Maal!!!
amel Sep 13 @ 5:05pm 
thank you! <3
Enrico  [author] Sep 13 @ 5:05pm 
Look underneath the speed controls for the tree transparency toggle, or press = on your keyboard.

If you mean you don't like trees rendering above things period, you can disable the "render above pawns" setting in the mod's settings.
amel Sep 13 @ 5:03pm 
excellent work! is there some workaround so I can see items under behind trees?
Enrico  [author] Sep 13 @ 4:27pm 
Update 14 Sep 2025:
- Added snow-overlays to the Djeeshka textures, created by @Maal!
Enrico  [author] Sep 13 @ 4:25pm 
Please disable it in Regrowth's options.
Mythophile Sep 13 @ 4:21pm 
Shoot, will probalby need a patch for regrowth 2 as it has perspective trees built in.
Enrico  [author] Sep 12 @ 5:18am 
Valid points, allowing users to change shadow data is something that will be added to this mod at some point.
tanyfilina Sep 11 @ 9:23pm 
But they will still clip with giant pawns from Big and Small :))
And they will be disconnected with their shadows.
Enrico  [author] Sep 11 @ 4:58pm 
Though I suppose anyone could modify all tree textures to be positioned a little bit higher, to prevent such clipping.
Enrico  [author] Sep 11 @ 4:57pm 
Not really without a complete Rimworld rendering overhaul, (which I might work on someday).
papa bloblo Sep 11 @ 4:53pm 
Hello, loving the mod, i just have one request/question. Is there a way to fix the clipping with the pawns (this) [imgur.com]
thank great mod!!!!1!!!!:smile:
тетеря, блин Sep 9 @ 11:38am 
would be great to incorporate this as the option:

https://steamcommunity.com/sharedfiles/filedetails/?id=3190366420

(if the author is okay with it)
Enrico  [author] Sep 8 @ 12:40pm 
That's the vanilla rendering system for you. RimWorld is not designed for big trees, so they clip. It's quite insignificant in most cases, but when two trees of different species overlap it can be extra obvious.
qux Sep 8 @ 11:35am 
Do you know why my map is full of display issues like this with the trees in front of the pawns?
https://i.imgur.com/JnmjImt.png
Enrico  [author] Sep 8 @ 8:51am 
@Eclipse
It's included in Maal's Better Trees for Modded Biomes add-on.
VitaKaninen Sep 5 @ 11:33am 
Thanks, but I was thinking just the visual effect without altering the game balance.
VitaKaninen Sep 5 @ 8:48am 
What a crazy idea, @Dinomyte, I love it! Also animals! I want the tigers to be 3x the size of my colonists!
Dinomyte Sep 5 @ 8:32am 
a mod like this for mechanoids would be AWESOME XD
Enrico  [author] Sep 4 @ 2:39pm 
No idea, I'm just answering your questions. I recommend just keeping em big lol
Fodofox Sep 4 @ 2:39pm 
But what is the point in having them then :sob:
Already removed so many things from MO because they don't really fit what I want to have, might as well just remove it
Enrico  [author] Sep 4 @ 2:34pm 
You can make the giant trees non-giant
Fodofox Sep 4 @ 2:30pm 
If it would at least work with lowering the <visualSizeRange> and then make them as big as other trees again with your mod...
Enrico  [author] Sep 4 @ 2:27pm 
Because they are the only ones that are that big.
Fodofox Sep 4 @ 2:26pm 
Yeah was about to say, then I get them clipping through - but why the hell only theese I've always wondered
Enrico  [author] Sep 4 @ 2:24pm 
Yeah you can remove that file as well. Please note that the result you're heading for will be awful, and you'll quickly realize why the MO trees are rendered above everything else.
Fodofox Sep 4 @ 2:01pm 
Then I get
[Better Trees] Patch operation Verse.PatchOperationFindMod(Medieval Overhaul) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3539609975\Patches\MOCompat.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Enrico  [author] Sep 2 @ 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] Sep 2 @ 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 Sep 2 @ 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] Aug 31 @ 11:06am 
Please do!
qux Aug 31 @ 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 Aug 30 @ 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] Aug 29 @ 3:25pm 
Vanilla overlays are no longer displayed on Djeeshka trees, but I'm looking forward to your snow overlays nonetheless!
Maal  [author] Aug 29 @ 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] Aug 29 @ 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 Aug 29 @ 2:58am 
I'm getting error messages about compatibility between Medieval Overhaul and this mod. Is there a way to fix this?
CrimsonKnight Aug 29 @ 2:03am 
That is so cool! You guys rock with these updates.
Enrico  [author] Aug 28 @ 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 Aug 28 @ 10:34pm 
Thank you so much for the "ghost entire map" option, it is very much appreciated.
CrimsonKnight Aug 28 @ 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 Aug 28 @ 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 Aug 28 @ 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 Aug 28 @ 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.