Normal Tree Styles, and how they are stratified

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Tree Style 0:

Tree Style 1:

Tree Style 2:

Tree Style 3:

Tree Style 4:

Tree Style 5:

Invalid Trees:

So, we've got these meters and numbers for our tree styles, but what do they even do? For starters, the four tree style values docorrespond to different types of trees. All of these affect normal trees. Rather, each number defines tree style stratified by location. This location is determined by the TreeX0, X1, and X2 values. Uh... let me give you an example.We'll use the sample values from the image. Our first tree style value dictates style for trees before X0. All trees less than 546 blocks to the right of the world's left edge will use the first value. Keep in mind that this counts blocks outside of the traversible area. There are approximately 43 blocks on each side of the world that cannot be reached in-game. The next is between X0 and X1, so trees 546-1847 blocks to the right of the world's left edge will use the second style. The third is between X1 and X2, so 1848-3527 blocks to the right of the world's left edge will use that value. And the fourth is, you guessed itfor trees after X2, or 3528+ blocks right of the world's left edge. If all treeX values are identical, then only the rightmost tree style value will be used. In this way, you can have four different styles of trees in a single world. The thumbnail for this very guide shows an example of three tree X values in close proximity; by placing tree X values between the trees, all three trees took on different styles. Now, as for the actual styles:Something important to note is that tree style is not the same as tree variability. You will notice that even with the same tree style, there is variation between the trees of the same style. This can be controlled directly in the editor by placing individual sprites for different parts of the tree, such as the leafy top, or branches. This is what is responsible for the variation in color of Hallowed trees; tree style does not affect it. Trees placed in the editor will automatically convert to the type of tree appropriate for the blocks they are planted on in most cases, as almost all tree types are created using using the same generic tree piece sprites.Trees can be created ex nihilo in the editor on blocks that don't normally support trees, or even in midair. If a tree is planted on unsuitable blocks, it will take on the appearance of the least deep suitable block. For example, if you plant a tree on pink ice, and put a block of Crimson grass a few blocks directly below the tree, the tree will be treated as a Crimson tree. Even if the block is buried off-screen, this will still happen. You can also create underground jungle trees that are mostly above the surface by planting their base barely underground, and then making them very tall.Be aware that invalid trees are rather... unstable. Updating blocks next to them, such as by digging, cutting with an axe, or even merely cutting grass, will cause the trees to update as well, and promptly disintegrate. If you wish to place invalid trees and prevent them from being easily destroyed, you will need to prevent vegetation from growing nearby. You could, for example, clutter the ground nearby with deco sprites, or put down blocks that can't grow any vegetation at all (including herbs). This will also happen to other invalid sprites, such as jungle plants placed on non-jungle blocks, etc.