
Dynamic Trees' trees keep growing while you're away.
This is an expansion for EverCrops that adds catch-up growth support for Dynamic Trees. Install all three together — EverCrops handles the vanilla crops, Dynamic Trees provides the trees, and this expansion makes those trees grow even when nobody's nearby.
Dynamic Trees, like vanilla, only grows trees while their chunk is loaded. EverCrops: Dynamic Trees doesn't simulate growth on unloaded chunks (that would be expensive and laggy). Instead, it tracks when each tree last ticked, and on the next random tick after the chunk reloads, it catches the tree up based on how much game time has elapsed.
Walk away for an hour, a day, a week — when you come back and the area reloads, your trees advance as if they had been growing the whole time. A sapling you planted before heading out can be a full tree when you return.
Growth is real Dynamic Trees growth. Catch-up runs the exact same growth logic Dynamic Trees would have run normally — it just runs the steps that were missed. That means all of Dynamic Trees' own rules still apply: soil fertility, light, biome suitability, and space to grow. A tree that wouldn't have grown if you'd been standing there won't be force-grown by catch-up either.
Fully-loaded areas only. Trees only catch up once the area around them has finished loading, so the missed growth is applied correctly instead of being skipped the instant a chunk pops in.
Pre-existing trees: Trees that already existed in your world before this mod was installed get registered the first time their chunk reloads near you, so they'll start catching up from that point forward (no retroactive growth burst for trees planted before install).
Note: In singleplayer, the world only ticks while you're playing. Catch-up is based on in-game time elapsed, not real-world time, so closing the game and coming back tomorrow won't fast-forward your forest.
Both newly planted and long-established trees are tracked automatically.
A server config lets you tune catch-up to your world:
treeGrowthMultiplier.Server operators (permission level 2) get a /evercropsDT command set for testing and troubleshooting:
/evercropsDT inspect [x y z] — show what a tree is tracking, including its current soil fertility, so you can see exactly why it is or isn't growing./evercropsDT simulate <ticks> <radius> — fast-forward tracked trees by a chosen amount of time./evercropsDT tick <radius> — apply pending catch-up immediately./evercropsDT register <radius> — hand-register nearby trees (handy in testing)./evercropsDT cleanup — remove tracking entries for trees that no longer exist.This mod uses only @Inject mixins — no overwrites, no replacements. It introduces no custom blocks and no block entities; its tracking data lives in its own per-dimension evercrops_dynamictrees.dat file, separate from your world's other data.
Licensed under LGPL-3.0. Source available on GitHub.