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boformer

Tree Controller Mod Thoughts

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9 hours ago, boformer said:

We need a tree controller mod to get rid of the default trees in building backyards...

6 hours ago, Judazzz said:

Personally I don't mind the vanilla Alder tree (the pretty lush, tall, light-green one), but that is a seriously good idea! Like a little interface that allows you to pick a custom tree from a drop-down, which will then replace one of the vanilla ones (so each vanilla tree type will be replaced by a user-selected custom tree asset - or even better, let the player choose which types to replace and which ones to keep). I doubt the logic would be much different from the code that replaces the vanilla road sign props with Americanized ones...

4 minutes ago, boformer said:

I made that a long time ago, it was my first mod: http://steamcommunity.com/sharedfiles/filedetails/?id=423934526

I created it because the Alder tree looks out of place on tropical/desert maps.

It just misses a GUI and the code is not really... professional. I'm not sure if it still works.

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I think the most user-friendly option would be a dropdown in the new/load game panel, right next to the map theme dropdown. With that dropdown, you could apply a pre-defined tree controller (downloaded from the workshop).

Custom tree controllers could also be bundled with maps or map themes. So many possibilities :)

A tree controller creation GUI (similar to the Building Themes Manager) with live editing would be the ultimate tool. It's just really hard because there are so many options to consider.

What are your thoughts? Ideas?

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In addition to replacing trees, there should also be an option to remove them.

Simply when choosing which tree to replace with which, "none" would be an option as well, just like in the pillar changer.

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Ronyx rhymes with electronics...  

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I asked BP a long time ago for something that allows me to choose which trees to use on a map. Back then I liked Boreal maps for the pine trees, but then I missed the big bush that I use to fill in empty spots. So yes, would love to have more control over trees!

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ekCYJKD.pngTim The Terrible's Steam Workshop

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I really like this idea. There are some assets I love but don't like the trees they come with. Sometimes I purposely skip the trees listed as requirements with prop anarchy in mind if it's a custom tree. And as for choosing none, that's a good idea too so we can plant what we like on a blank canvas without doing mass bulldoze operations.  To be able to choose a set of trees for a map would be a real time saver too. Someone joked about having to revisit where they spent so much time detailing in their city when I upload a new tree...perhaps this can address situations like that too?

What I like about trees is that in contrast to buildings, they can be placed over and over in many cities and across Biomes and change the look of a whole region no matter what building style is used. So such options gives us more power.

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You guys are seriously amazing! I swear I was just thinking about this yesterday, wondering if anyone would ever make such a mod.

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YES! I was just wishing for such a mod a couple of days ago, cursing myself for not knowing how to do it!

Cannot wait to banish all vanilla trees from my cities.

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I wouldn't mind picking this one up (or teaming up if more want to take a stab at this) once I'm back home from holiday, which starts in 2 weeks - I'll be back in the second week of October, from then on the modding train will be chugging ahead again.

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    Great! I got a few ideas and a lot of experience to share, and you are a GUI guru. Maybe we can team up!

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    If you need assistance with GUI stuff before October I can also lend a helping hand. I studied Ultimate Eyecandy's GUI code for my last project :)

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    @boformer - I would be stupid not to take up on that offer ;) 
    Sounds good! I'll use my time to set up a list of things I think should be included, feature- and option-wise, so can start working straight away once I get back.

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    Yes i like it - sometimes i build different buildings / servicebuildings only because trees are on the wrong place!

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    Gosh I like when amazing people are teaming up ! This bodes well for the game ! 

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    Uh-oh, the mod hype train just left C:SL Central :D

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    This is an excellent idea. This way we can really make those excellent trees by Mr. Maison shine.

    While we´re bringing up ideas... I wonder if the fire effect/shader could be harnest to create a similar effect for crime. Grafiti, grime, maybe some timberplanks. A lot of people have been asking for something like this.

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    The simplest way is just remove trees. With the Prop Anarchy this gives a total control over them.

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    2 hours ago, hitzu said:

    The simplest way is just remove trees. With the Prop Anarchy this gives a total control over them.

    Yeah, but I don't want to place every tree/prop by hand. For me that's not the purpose of this game.

    A no tree controller is still useful for desert maps and stuff like that.

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    In a SaveGame, trees are positioned on the layer 15 and have for attribute GrowState = 15 (in TreeInstance m.buffer. [value]).
    It would be possible to create new layers (duplicated by the layer 15 and, for example, numbered from 150 to 159) and to attribute for a unique name of tree, several models, associated each to GrowState?
    That would allow to create several stages of development of a tree...

    Contrary to props, the building of trees does not allow the rotation. Would it be possible to add this property to the building of trees? It is not a question of obtaining the visual effect of excellent Random Tree Rotation, but to being able to position, for example, a row of sunflowers in a field. With the possibility of fire of trees (Natural Disasters DLC), the constructed fields with props wouldn't burn.

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    Tree Replacer (1.1)  Not compatible European Buildings Unlocker (+vice versa) [ Snowfall Compatible ]

    Details:
    System.NullReferenceException: Object reference not set to an instance of an object
    at TreeReplacer.TreeReplacer.loadAndUpdateConfig () [0x00000] in <filename unknown>:0 
    at TreeReplacer.TreeReplacer.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 
    at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0

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