turned out to be I was using foo:bar for their function calls, which
biome_lib filters out (only group defs can use that format). Changed
them to quoted-string "foo.bar" format. Also, jungle trees need a
moretrees-specific copy of the default jungle trunk node so that there's
something unique to match against for the density limit.
also, made jungle trees use the same biome settings as giant tree ferns
team is being completely obstinant about letting me properly disable them from
this mod.
Instead, made beech trees respond to enable flags in settings.lua (disabled by
default). If you want beeches, turn that flag on in settings.lua and remove
the "trees" flag from yourworld/map_meta.txt in the mg_flags line.
and palms require at least +15°C to grow. This is supposed to keep them away
from snow biomes, but the engine doesn't let me tell the snow mod to always
run first. Also please note that due to the load that snow biomes + moretrees
adds to the map generator, well... stuff will look cut off, broken, etc. due
to bugs in the map generator.
leaves out of the avoidnodes table, there's really no reason to have them
there and having them causes too much spacing between trees. Reduced the
prevalence of sequoias.
many nodes have to be checked before a tree can spawn. This causes trees to be
just a tad more sparse than intended, but greatly speeds up the map generator.
Worst case drops from thousands of nodes to test per tree type to a 5-15 nodes
per tree type.
This code will slow the map generator down a little due to bugs therein, and is
generally still in the experimental stages, but it works and is actually quite
fast!
Most of the added code written by RealBadAngel
Also adds a couple of additional biome controls to jungle trees and conifers.
Also adds a text file describing the biome settings in a human-readable manner.
At present, this doesn't actually add anything new, it just refactors the
code to allow for more trees, and adds a bunch of biome definitions, tree
models, textures, etc. but no code to use them, yet.