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Warnings
- This datapack is quite resource hungry, especially on your RAM and CPU because the trees are quite a bit more complicated than vanilla trees. I would highly recommend allocating extra RAM (about 3-4 gigs), and try using some chunk-generation optimization mods aswell.
- When chopping down trees, the leaves DO NOT decay as of right now. I am currently figuring out a way to get them to work however it would likely make the trees more complicated and slow down world generation even more.
- Saplings don't grow into the new trees because I don't quite know how to code that yet.
Features
Evergreen exclusively modifies Minecraft's features (trees, dirt patches, vegetation patches, etc) and DOES NOT affect terrain generation whatsoever.
Due to the scale of the features, I would recommend giving the Large Biomes world template a try!
Trees
Trees have been completely overhauled to about 2-3 times their size! Compared to the player, they are much taller and easier to walk through as the canopies are no longer as close to the ground.
Biomes will also have small clearings where only smaller trees generate in order to add variety to the trees that you encounter.
Other features
Most of the grass and flower patches are now generally bigger and include more tall grass. This was to add to the feeling of the world being more "overgrown".
Credit | Tree generation techniques and inspiration: Arboria |
Compatibility | Minecraft 1.21 |
Tags |
10 Update Logs
Update 0.7.0b : by Catalyst__ 06/06/2025 7:35:22 pmJun 6th
Been a while since the last release (sorry about that!) but I am back with another "update".
Changes:
The entire datapack has been rewritten from the ground up using new tech developed by Apollo in order to generate the trees. Previously, the trees relied heavily on random chance in order to fully generate the trunks, roots, and branches. This method lead to two problems:
This new rewrite aims to get rid of these two problems in order to make chunks generate faster and make the trees generate more consistently.
So far, the only trees that I have actually worked on were the oak trees. Because this proof-of-concept was made in a couple days, there are some minor bugs regarding the generation of roots and branches. Expect these to be ironed-out (or mostly gone) by the next major release.
Changes:
The entire datapack has been rewritten from the ground up using new tech developed by Apollo in order to generate the trees. Previously, the trees relied heavily on random chance in order to fully generate the trunks, roots, and branches. This method lead to two problems:
- Because trees relied on random chance, they wouldn't always fully generate.
- The generation of the old trees wasn't very performant.
This new rewrite aims to get rid of these two problems in order to make chunks generate faster and make the trees generate more consistently.
So far, the only trees that I have actually worked on were the oak trees. Because this proof-of-concept was made in a couple days, there are some minor bugs regarding the generation of roots and branches. Expect these to be ironed-out (or mostly gone) by the next major release.
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thx!♥
Also I was a massive fan of overgrown, so maybe im unfailry comparing it to that, but even compared to vanilla, it just feels very empty (despite how cool the trees are). Great work tho!
One additional feedback is the oak trees feel a little short. maybe if they were even 2 or 3 blocks taller it'd help. they dont feel that much taller than vanilla trees.
but over all, its wonderful
(Mangrove) Swamps are sparse atm since they are still a work in progress, I plan to add extra tree variations to fill in the gaps.
As for the other biomes, I’m curious as to how I could make them feel less sparse. I’d probably add more trees but I run the risk of making it too annoying for players to clear out or traverse through so do you think more small features would work?
Glad you were a fan of overgrown! :))