So I finally ventured in to the flora of things. Made some slanted pine trees and straight deciduous ones.
Currently having 0 value in the tags below makes the flora not work or load at all.
I suggest following actions with the assigned 0-values,
[SPROUT:0]
(Will be spawned only once - when zoomed-in map area is first generated)
[MATURE:0]
(Will be an obstacle like trees and will be spawned already mature)
[WITHER:0]
(Will be never wither or despawn - unless picked up in case of [mushroom]-tags)
These hopefully simple modifications would allow tree modding (among gazillion of other peculiar things) while we wait for a more complete tree overhaul with species recognition. I have a working tree modding demo in my today's release.
EDIT:Other welcome additions for flora identified as trees would be:
New tags like:
[tree] so that the birds won't eat the [berry]es
[TIMBER:slender trunk / trunk] and allowing tree felling with appropriate result.
[BARK_NAME: bark / birch-bark strip / bast] or even custom?
[BARK_LENGTH: ] ('0' for no bark; '<5' for max number of rowan/alder style pieces; other numbers max length of birch-bark style strip)
[TWIGS:yes] gives s% twigs instead of just branches
[TILEGFX_DRESSED: (summer tile) ]
[TILEGFX_NAKED: (winter tile)]
[MEMORIZED:yes] so that the tree appears on map even when not seen (like 'real' trees)
Edit: underlined what could be default if tag missing.
Existing tags/actions:
Harvesting wouldn't destroy the tree (they'd stay put like picked berry bushes), but give flowers (if flowering month)/berries/leaves/roots if according tags are mentioned on the item's code.
EDIT: It would be really good to have a way to 'flush' the loaded map of outdated flora and have up-to-date ones grow automatically.
Since several spesifications of flora with a same name can become an issue, so I actually suggest that loaded zoom-in map can
be purged of all modded flora upon key-command. Then the flora-files would be loaded again.