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Natural Regrowth for ProtoManly's Weather

Natural Regrowth for ProtoManly's Weather

by Axes • Downloads: 0 • Followers: 0
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🌳 Natural Regrowth

Natural Regrowth is an immersive and highly configurable addon for ProtoManly's Weather (0.15.3+) that overhauls the aftermath of destructive weather. Instead of leaving permanent, ugly scars in your landscape, storms and wildfires now leave behind a destroyed, but recovering ecosystem.

Now fully compatible with PM Weather 0.17.x!

✨ Key Features:

🔥 NEW: Wildfire Regrowth:

Burnt forests are no longer permanent wastelands. Charred logs will eventually colapse once the fire has passed, allowing the forest to regrow from the ashes. HealedForest

🚫 Native Decay Rework:

This mod disables PM Weather's native "Rotted Log" decay system, replacing it with a fully immersive and configurable regrowth cycle.

🌲 Universal Tree Compatibility:

Using an upgraded search algorithm, Natural Regrowth can now detect the saplings for almost ANY modded tree.

🌪️ Tornado, Cyclone, and Wind Repair:

Stumps left by tornadoes, and trees stripped by cyclones and squalls, will heal naturally over time.

⏱️ "Catch-Up" Mechanic:

Stumps in unloaded chunks don't freeze in time. When you return to a damaged area, the mod calculates how long you were gone and simulates the sapling growth, so forests heal even when you aren't watching.

🌱 Scoured Earth Healing:

Scoured and Charred grass will slowly heal back to vanilla grass (Configurable).

🪾 4.2.0 Is fully compatable with dynamic trees!

All types of damage supported (Wind, Tornado, Fire). Dynamic trees will follow a similar cycle of felling and replanting after being damaged.

🔥 How It Works (Wildfires):

When a wildfire burns through a forest, it leaves behind Charred Logs.

The Cooling Period: Charred logs enter a "dormant" state. They will wait 20 minutes (configurable) before entering a state where they can attempt to grow.

The Regrowth: Once the area is safe and the config delay has passed, the stump eventually decays, planting a sapling in its place to restart the cycle. Healing Wildfire Saplings

🌪️ How It Works (Wind):

When a tornado tears through a forest, it no longer simply destroys the trees. Trees that are stripped of their leaves and branches now leave behind "Damaged Stumps" (visually represented by stripped wood variants). Over time (approx. 1.5 - 2 hours by default), these stumps will naturally heal and transform into saplings.

Trees on the edge of a destructive tornado that lose their leaves are also considered "destroyed." Natural Regrowth will place a stripped stump at the bottom indicating damage. Eventually, they will collapse and begin the regrowth cycle as well. Forest Before Forest After

🌀 Cyclone and Squall Support:

Natural Regrowth handles wind damage caused by cyclones and squalls. Instead of regrowing the whole tree from a sapling, damaged trees will regrow their leaves and "rebark" themselves over time, fixing the aesthetic damage without resetting the forest age.

⚙️ Configuration & Commands:

A comprehensive config file allows you to adjust:

Regrowth Chance: How fast forests grow back (tuned for real-time hours).

Delays: How long a stump must wait before it starts trying to grow (useful for keeping fire scars visible for a while).

Healing Rates: How quickly scoured/charred grass reverts to normal.

New Debug Commands:

/nr grow - Instantly forces regrowth in an area.

/nr ready - Skips the delay timer for all nearby stumps.

📝 Dependencies & Credits:

Requires ProtoManly's Weather (0.15.3 or higher).

Compatible with Elton's Modified Tornado Damage.

🔴Not Compatable with PMW Trees

Please report bugs to the page on github or on the PM Weather discord server. Thanks!

All Versions

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Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Neoforge
8mo ago 1
1.21.1
Neoforge
8mo ago 1
1.21.1
Neoforge
8mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
1.21.1
Neoforge
10mo ago 1
## Natural Regrowth 4.3.0
### PMWeather 0.17.2 - 0.17.16 Compat
  • Adjustments made to ensure all features work correctly with 0.17.X

### WIP Structure Regrowth
  • Config option to enable the regeneration of player-built structures
  • This feature is WIP and is not 100% accurate
  • Chest contents (and other BE NBT) are saved/restored when possible
  • Uses PMWeather’s existing player-placed marks
### Natural Regrowth V4.2.1
  • Bug Fix: Removed the creation of ash blocks when a dynamic tree burns. Should now mimic vanilla behavior exactly.
## Natural Regrowth V4.2.0

### Full Dynamic Trees Compatibility 🌳

  • Natural Regrowth now fully supports dynamic trees with all hazards.

  • Added correct burning textures for all branch diameters

  • Updated search algorithm to replant correct species

  • Dynamic trees will no longer drop logs when replanting occurs

  • NR debug commands will now work on dynamic trees

  • Compatibility with custom add-ons for dynamic trees (Nature's Spirit, Biomes O' Plenty, etc.)

(Dynamic Trees remains a soft dependency and is not required for the mod to function.)


### Natural Regrowth v4.1.0

Floral Regrowth: Healed storm and wildfire scars will now organically sprout tall grass and flowers.

Density Limiter: Flora is hard-capped at 5 plants per cluster to prevent unnatural overcrowding.

Weak Tornado Support: Standard dirt patches will now sprout flowers only if they are within 12 blocks of a Regrowing Stump.

New Config Option: Added floralRegrowthChance (default 0.15) to control the pacing of the floral recovery.
### Natural Regrowth V4.0.3

🐛 Bug Fixes:
  • Fixed a server crash that occurred when a tornado attempted to grab certain modded leaves that do not use standard vanilla blockstate properties.

⚙️ Compatibility & Under the Hood:

  • Universal Sapling Detection: Centralized the "Strip & Search" sapling detection logic so it is now universally used for both Tornado and Wildfire regrowth.

  • Non-Standard Sapling Names: Improved the sapling guessing algorithm to successfully detect modded saplings that don't use the standard _sapling suffix (e.g., correctly identifying that a "coconut" grows into a coconut tree).
### Natural Regrowth Hotfix V4.0.2

  • Fixed an issue with stumps being culled at distances greater than 64 blocks.
  • Fixed an incompatability with the blockstate culling feature of the "more culling" mod.
### Natural Regrowth Hotfix V4.0.1

  • Fixed issue with sapling data loss. Saplings should no longer revert to oak saplings in wildfires.
## Natural Regrowth V4.0.0

### Major Updates:

PM Weather 0.16.0 Support: Fixed critical crashes related to Mixin injection points in the new PM Weather beta. The mod is now fully functional with the latest weather updates.

🔥 Wildfire Regrowth: Added a complete system for burnt forests. Charred logs now transition into Regrowing Stumps and eventually saplings.

Smart "Anti-Rot" System: disabled PM Weather's native "Rotted Log" logic. Burnt or damaged trees will no longer turn into "Rotted Logs," ensuring Natural Regrowth has full control over the regrowth.

Safety Checks: Fire stumps will now wait at least 20 minutes (configurable) before attempting to grow, preventing saplings from spawning in active fires.

### Improvements:

Enhanced Modded Tree Support: Rewrote the sapling detection logic to catch more variations of modded naming conventions.

Mathematical Retuning: Updated default config values based on accurate sub-chunk random tick calculations. Default regrowth times now accurately reflect ~1.5 hours for Tornadoes and ~3.0 hours for Wildfires.

Commands: Added /nr grow <radius> and /nr ready <radius> for easier testing and debugging.

Bug Fixes:

Fixed a "Totem Pole" bug where logs stacked on top of stumps would incorrectly turn into stumps themselves.

Fixed an issue where modded sapling data was being lost during the transition to Charred Logs.

Fixed compatibility with PM Weather's ReinforcementManager to prevent ghost data from accumulating.
# Natural Regrowth V3.2.0 🌳
Natural Regrowth V3.2.0 brings full, immersive compatibility with Dynamic Trees, along with performance optimizations and smarter healing logic for all tree types.

## 🌪️ Dynamic Trees Integration (New!)

"Timber!" Physics: Dynamic Trees hit directly by a tornado will now physically topple over and automatically replant themselves after the storm passes.

Wind Stripping: High winds will now strip leaves off branches without destroying the tree skeleton.

Smart Regrowth: Stripped Dynamic Trees will naturally heal their canopy over time.

Rot Protection: Branches are protected from rotting while they wait for their "healing leaves" to grow back, ensuring your forest doesn't turn into dead sticks after a hurricane.

Soft Dependency: Dynamic Trees is completely optional. If you don't use it, the mod works with vanilla trees as usual.

## ⚙️ New Features
Configurable Wind Radius: You can now customize the radius of wind damage around the player in the config (windRadius). Setting this value higher will allow for a greater radius of wind damage, and therefore increasing immersion. Performance testing was generally good, but expect an impact at high values.

## 🌿 Improvements
"Ripple" Healing Logic: Leaves now heal from the trunk outward! A healing leaf will only reappear if it is connected to a log, branch, or another healthy leaf. This prevents floating leaves and creates a natural "regreening" effect spreading from the center of the tree.

Catch-Up Mechanics: "Doomed" trees (trees waiting to fall) now respect chunk unloading. If you leave the area and come back later, the trees will have fallen and replanted in your absence.

## 🐛 Technical Fixes
Fixed a crash related to DoomedSoilBlock properties.

Resolved a mixin conflict that caused crashes when Dynamic Trees was not installed.

Optimized AmbientDestruction loops for better server performance during large storms.
## Version 3.1.1 - Bug Fixes:

Narrowed natural conditions for clearing trees before regrowth. Now checks for unnatural blocks surrounding logs (planks, glass, bricks, etc.). Should not clear connected logs within structures now (sorry about that).
## Version 3.1.0 - Bug Fixes and Changes:
##

Rewrote natural tree detection logic to be more sensitive. Should now catch lightly damaged trees and all large 2x2 trees.

Structure Safety Logic: Updated logic to scan for adjacent artificial blocks (Cobblestone/Terracotta), ensuring structures like village houses are not mistaken for natural trees.

2x2 Mega Tree Sync: Fixed randomTick to properly delegate to stump entities, ensuring 2x2 trees (Dark Oak, Spruce, Jungle, etc.) regrow all four saplings simultaneously.

Floating Block Fix: Updated the tree-felling algorithm to explicitly break attached blocks like Cocoa Pods and Vines, preventing them from floating in mid-air.

Fixed unnatural logs being flagged as natural trees when paired with Elton's Modified Tornado Damage
# 🌿 Natural Regrowth V3.0.0

# ✨ New Features
## 🌀 Cyclone and Squall Compatability

Instead of widespread permanent destruction, trees impacted by high wind speeds will regrow leaves and "rebark" over time (configurable)

Scoured grass will now heal back into regular grass over time (configurable)

Smart Leaf Decay: "Healing Leaves" now check for a valid trunk connection before appearing. If a tree is chopped down while healing, the invisible leaves will naturally decay instead of floating in mid-air.

Survival Drops: Breaking a "Healing Log" now drops the correct wood type it was mimicking. Breaking a "Healing Leaf" yields nothing (as intended for ghost blocks).

# 🛠️ Polish & Mechanics

Visual Fixes:

Fixed lighting bug where Healing Logs rendered too dark.

Removed the "black outline" hitbox from invisible Healing Leaves for better immersion.

Improved 2x2 tree detection and regrowth.

# 🐛 Bug Fixes
Stumps should no longer form on top of other leaves or logs; they strictly require solid dirt ground.

Fixed a bug where wind would hit an already-healing block and reset its memory, causing it to forget its original wood type.

Stumps clearing debris will no longer destroy neighboring stumps, allowing dense forests to regrow fully.

# ⚙️ Technical / API
New API (NaturalRegrowthCompat): Created a public API class

Network Optimization: Reduced packet size for Healing Blocks by ~50% by stripping unnecessary server-side data from client updates.

Performance: Switched from Time-Based checks to Probability-Based checks for smoother performance at high random tick speeds.
# 🚀 What's New
"Catch-Up" Mechanic: Stumps in unloaded chunks no longer freeze in time. When a chunk reloads, the mod calculates how long the stump was offline and simulates the random ticks it missed.

The Result: If you leave your base for a few in-game days, you will return to a healing forest rather than a frozen wasteland.

Safe Regrowth (Default): To prevent massive lag spikes when loading old chunks, successful "Catch-Up" stumps turn into Stage 1 Saplings (on the verge of growing). This disperses the heavy world-gen lag over the next ~10 minutes as they naturally pop into trees.

Instant Regrowth (Optional): Added a config toggle (instantCatchUp). If enabled, "Catch-Up" stumps will force-grow the full tree immediately upon chunk load. Performance testing was generally good, but edge cases could indroduce heavy lag spikes.

# ⚙️ Configuration Changes
New Categories: Split the config file into [regrowth] and [performance] sections for better readability.

## New Settings:

  • catchUpGrowth (true/false): Master toggle for the new mechanic.

  • instantCatchUp (true/false): Toggle for the high-performance instant growth mode.

Cleaned Up: Added comments and organization to all existing keys.
Bug Fix: Polished stripping and log selection logic. Should no longer turn modded logs into stripped oak logs on large trees or dense forests.
# Natural Regrowth - Version 2.0.0
"The Compatibility Update"
Version 2.0.0 is a complete rewrite of the tree identification logic, moving away from hardcoded lists to a dynamic system. This update focuses on broad compatibility and visual polish.

# ✨ Major Features
Universal Mod Compatibility: Now uses a system to dynamically find the correct Stripped Log and Sapling for almost any modded tree (verified with Biomes O' Plenty, Regions Unexplored, Nature's Spirit, and Pam's HarvestCraft).

Tornado Fix for Modded Trees: Tornadoes will no longer replace modded logs with stripped oak logs.

## Intelligent Clearing:

Old Behavior: Trees were destroyed by immediately clearing wood in a vertical manner, often leaving floating branches especialy with acacia, 2x2, and modded tree varients

New Behavior: Performs a Flood Fill search to instantly clear the old trunk and connected branches before planting the sapling. No more floating canopies!

## Survival Enhancements:

Stumps now behave like standard logs in Survival mode.

  • Mineable quickly with an Axe.

  • Drop their correct wood type (e.g., breaking a Mahogany Stump drops a Stripped Mahogany Log).

# ⚙️ Configuration Changes
New [regrowth] Category:

  • Added a delay timer (default: 1 minutes/1200 ticks) that prevents trees from popping back up instantly while a tornado is still actively destroying the forest. Stumps will wait this duration before entering the "Random Chance" stage of regrowth.

New [performance] Category:

  • Moved dropLogItems to this category for clarity.

# 🐛 Bug Fixes
  • Modded trees will no longer turn into Oak Stumps or grow back as Oak Saplings if the specific log wasn't recognized. The mod now correctly identifies the original tree type even if the log was already stripped by the storm.

  • Fixed missing texture/model errors that occurred when a tornado picked up a stump block as debris.

  • Added a protection Mixin to prevent storms from grabbing stumps, which previously caused stumps to disappear in high-intensity storms.

  • Saplings are now strictly prevented from planting if the space above them isn't clear, preventing them from spawning in locations where growth is impossible.
  • Fixed compatibility issue with Neoforge, should load in all 1.21.1 versions
  • Compatable with ProtoManly's Weather 0.15.3
  • Fixed compatibility issue with Neoforge, should load in all 1.21.1 versions
  • Compatable with ProtoManly's Weather 0.13.10
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