Meld
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world features

Tree packs

Meld bundles a region-aware schematic tree pack, 2,271 hand-made tree models organised into 176 plant communities across 9 biogeographic realms, and places the right species for each location with natural spacing. Instead of the simpler procedural trees, your render gets foliage that belongs where you put it.

Overview

Every tree in the pack is an authored schematic, not a procedurally grown shape. Meld’s job is to pick the right one for each spot: it reads your selection’s location, picks a biogeographic realm, narrows to a plant community by terrain, then chooses a species, and scatters them in natural groves rather than on a uniform grid. A render in Romania gets Carpathian conifers and oak; a render in the Serengeti gets acacia.

Credit

The tree models in this pack are created by the artist paleozoey, see their work at planetminecraft.com/member/paleozoey. Meld bundles and places them; the artistry is entirely theirs. If you enjoy the foliage in your worlds, that credit belongs to paleozoey.

The 9 realms

Meld groups the communities into nine biogeographic realms, each covering a part of the world:

On top of the realms, a Vanilla+ set of the familiar Minecraft trees is sprinkled in everywhere as a light seasoning.

Size tiers

Every model belongs to one of five height tiers. Each tier has its own on/off toggle in Settings, so you control which scales of tree appear in a render.

TierHeightNotes
Small≤ 6 blocksUndergrowth, shrub-scale trees
Medium7–12 blocksThe everyday canopy
Big13–20 blocksThe largest common tier
Tall21–28 blocksRare even when enabled
Giant29–40 blocksOFF by default; only renders at 1:1

A disabled tier always falls back to a smaller one, so you never get a gap where a tree should have been. Giant is off by default and only renders at a 1:1 scale; tall trees are rare even when enabled.

How species are chosen

Selection happens in steps, from coarse to fine:

  1. The realm is picked from your selection’s location: Africa pulls acacia and baobab, Europe pulls oak and spruce, the tropics pull jungle species and palms, and so on.
  2. A community is chosen by terrain within that realm.
  3. A species is drawn from that community, with the Vanilla+ trees mixed in for variety.

Because the realm follows your coordinates, the foliage tracks the place you selected rather than a generic biome table.

Density-driven placement

Each plant community carries its own density, which drives where trees cluster: forests clump into natural groves with clearings between them, so woodland reads as woodland instead of an even lattice of trunks on a uniform grid.

Habitat remaps

On top of the realm, terrain remaps the species so the local habitat looks right anywhere on Earth:

A mountain in any realm gets a montane tree line, and a marsh anywhere gets wetland species, independent of which realm you’re rendering.

Reliability on slopes & water

Trees anchor correctly on slopes and at water edges, the float fix. You don’t get floating trunks hanging off the side of a hill or hovering over a river; each tree sits on the ground where it’s placed.

How to use

  1. Open Settings and turn Schematic trees ON.
  2. Set Tree biome to Auto to pick the realm from your location automatically, or force a specific realm.
  3. Use the Tree sizes toggles to choose which of the five tiers appear (small, medium, big, tall, giant).
  4. Regenerate the world to apply your changes.

Remember that Giant trees only render at a 1:1 scale, and a disabled tier always falls back to a smaller one rather than leaving a gap.

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