The mod provides ability to place 80 natural areas (forests, parks, flower gardens, etc) as plazas and 89 kinds of trees as a single tree.
I tried to make all that staff looks like real European, Asian and American natural areas.
Warning! Remove previous version before installing new one.
You can just replace old version for new one and continue playing. No zones demolishing is necesseray.
Wooded Forest Area mod”. It’s low greenery effect with circular area. Their cost is variable and depends on area size.
But technically all that staff can be divided on several classes.
1. Forest. Trees are standing close to each other (but definitely not as close as in other forest mods—more like a real forest).
2. Park. There is open space between the trees. It looks like a city park.
3. Area. It has small number of lonely trees. Used for simulate natural areas with baobabs, Joshua trees and so on.
4. Open area. Grass, ground, sand or snow. There are open areas for all ground textures used in the mod.
5. Swamp. It has many cattail and elephant ear plants and several dead trees.
6. Flower garden. Plants are small and standing very closely.
Natural area plazas can be placed over water.
All areas except of flower gardens are widely expanding when are placed, so you have to use roads to limit them. Flower gardens have very small expanding parameter.
WARNING! Don’t place too many flower gardens. They consist of hundreds of plants on small areas and it would be very expensive for your processor and memory.
Here is list of all natural areas in the mod.
American coniferous forest
European coniferous forest
Blue gum forest
European winter forest
American winter forest
Japanese winter forest
American coniferous park
European coniferous park
White sakura park
Pink sakura park
Park with tamarises
European winter park
American winter park
Japanese winter park
South-East Asian jungle
Joshua tree area
American palms park
Asian palms park
American palms park (sand)
Asian palms park (sand)
Bristlecone pines area
Red flowers garden
Yellow flowers garden
White flowers garden
Orange flowers garden
Pink flowers garden
Pink Azalea garden
Deep green grass
Cold green grass
Ground and grass
Deep brown ground
Maple forest (early fall)
Maple forest (fall)
Maple forest (late fall)
Maple park (early fall)
Maple park (fall)
Maple park (late fall)
Asian forest (early fall)
Asian forest (late fall)
Asian park (early fall)
Asian park (late fall)
All trees have real world names now and have been rescaled to fit better to other game objects.
It’s impossible to give game’s plants their real world scales—height of the smallest ones is 0.5 meter and of the biggest is 60-100 meters. If I would give them real scales then the smallest looks like a dot on standard zoom and the biggest looks like low resolution picture that has been heavily upscaled—it’s due to the game engine. Because of that I did not retain tree’s real proportions and tree scales are logarithmic now. But all looks nice.
Air and noise pollusions cleaning effect and landmark effect for zones.
Set the correct tree models for Elm, Japanese Stewartia, Big Leaf Maple and California Buckeye
4 new natural areas: Stewartia park, Cherry orchard, Olive orchard, Lemon plantation
Shrinked expansion coefficient for natural areas (it fixes problem with empty space on the big natural areas borders)
Removed ground texture that was doubled (you couldn't see it but it consumed your computer memory)
Second models of baobab, banyan tree and italian stone pine
5 autumn trees from last of these mods
3 autumn maple forests
3 autumn maple parks
3 autumn asian forests
3 autumn asian parks
Bristlecone pines area
Tree sizes shrinked by about 30% for better fit
Terraforming bug is fixed
Some changes in natural area consist and tree's distribution
You don't need it for gaming. It's for those who wants to try to generate natural areas for his own mods.
You may also try my natural areas generation script. It has written on Scala language but if you familiar with Java and Maven you will have no problems with configuration part of this program. Unpack my mod and set the name of the folder with unpacked content in the Main.scala. Look at lex.cities.sets package and do something like for your own natural areas. There is no GUI in the script now, sorry.
Natural areas generation script
Can natural areas be placed over water?
Do we need to remove all the older tree and plant mods from the pak folder and replace with your new patch mod?
Seems it has no conflicts with other tree and forest mods. Total Greenery contains all trees from jf2010's mods but all of them are another instances, they all have his own file names inside the patch file.
So if you already placed trees from another mods on your game map and want to continue your game you should retain another mod's files. If not or you want to start a new game you may delete them and use the same trees from my mod only.
And in both cases you can play with my mod.
I have a problem when try to remove single trees I placed.
Yes, removing single trees is a problem and I couldn't solve it.
But I found a way to do it in today's state. Zoom to the ground level and move the camera "inside" the tree you want to delete. You'll see black and yellow pole. Click on it and you select the tree. Now you can delete it.
You may try to click near the roots of the tree. 10-15 clicks in this area usualy allow you to make a selection. Sometimes you'll be lucky and point this pole but it's a hard way.
Trees on natural areas disappear at some zoom level
It's not the mod issue, but the game engine's. Use this solution to work it out.
Mod has big size. Can you make lightweigted version?
The size of this mod is due to plant models. Some of them already present in game but some other not. I didn't make them and that's why I can't reduce size of their resource files. Other mod's files are very small. So it's no way to make ligthweight version.
But maybe you should make the mod to depend from some other mod?
I think it's not good way. There are no mods that provide only tree models. All of them place trees to the game menu too. So you get all of stuff doubled. Probably many users don't want that (as I do). And even I make the mod to depend from another, it will not change their summary size.
- Installation Pre-requiste(s):
It's not long before we will be moving. The new hosting has been setup and the next thing to be done is to change the DNS. When it's changed it may take between 24 to 48 hours to take effect. During this time XLN will be closed so it can be backed up. When the new DNS takes effect, you will see a basic page with a message regarding the move. Note: It may take up to two weeks to get XLN up and running again.Dismiss Notice
General Lexs Total Greenery Mod v1.3
Original author: lex-kravetski