Keep your player-planted trees green and beautiful. Trees continue absorbing pollution normally while the mod prevents them from losing their leaves.
Small changes concerning balance, gameplay, or graphics.
Version: 1.3.11
Date: 12. 09. 2026
Changes:
- Updated the mod for Factorio 2.1. It requires Factorio 2.1.13 or later; stay on 1.3.10 for
Factorio 2.0.
- Trees can now be planted on sand as well, following Space Age 2.1, which added the sands to
the ground its tree seed accepts. This applies with and without the expansion.
- With Space Age installed, planned trees are drawn from the base game's tree artwork rather
than the expansion's, so later changes to the expansion's graphics cannot break them.
Version: 1.3.10
Date: 12. 09. 2026
Major Features:
- Space Age is now optional. The mod runs on vanilla Factorio, growing its own trees from
its own seed. With the expansion installed it still plants Space Age's trees from Space
Age's seeds, as it always has.
Features:
- Without Space Age the mod adds its own Tree seed, craftable from 2 wood with no research
needed. Construction robots plant with it just as they do with the Space Age seed, and it
can be placed by hand.
- Without Space Age, planted seeds grow. A seed becomes a sapling that passes through four
sizes over ten minutes before it turns into a tree, rather than appearing fully grown.
- Without Space Age, growing saplings absorb pollution in proportion to their size, and the
amount is shown on the pollution graph.
- Protected trees now say so when hovered. Saplings report how far along they are as well.
Graphics:
- Without Space Age, a planted tree matches the ground it stands on. Deserts grow desert
trees and grassland grows lush ones, using the base game's own artwork.
- Planned trees and saplings are drawn as a small version of the tree they will become,
shadow included, instead of a placeholder shape.
- Added an icon for the tree seed, used for the item, the planting tool and the shortcut.
Changes:
- Without Space Age, trees can only be planted on the same natural ground the Space Age tree
seed accepts: grass, dirt, dry dirt and red desert. Sand, concrete, stone paths, refined
concrete, landfill and ore are refused, whether planting by hand or with the tool.
- Paving over a sapling or a planned tree removes it and returns the seed, instead of leaving
it stranded on ground where it could never become a tree.
- Modded terrain is not supported without Space Age; seeds are refused on tiles the mod does
not know.
- With Space Age installed, planting itself is unchanged. What is different is cosmetic:
planned trees use the mod's own artwork, the planting tool and its shortcut have a new
icon, and protected trees now carry a tag when hovered.
- Without Space Age the mod follows the expansion's planting closely rather than copying it.
A sapling is the mod's own entity rather than a real plant, so it grows through a fixed
set of sizes instead of being grown by the game itself.
Version: 1.2.13
Date: 08. 09. 2026
Changes:
- Updated the mod for Factorio 2.1. It now requires Factorio 2.1.13 or later; stay on 1.2.7
for Factorio 2.0.
Graphics:
- Planned trees are now drawn with the mod's own sapling graphic instead of the base game's
tree sprites, so changes to the base game graphics no longer affect the mod.
Version: 1.2.7
Date: 06. 09. 2026
Major Features:
- Added a tree planting tool, available from the shortcut bar from the start of the game.
Drag over an area to plan a forest of trees on plantable ground, and construction robots
plant them using tree seeds from the logistic network.
- Trees planted with the tool are protected from pollution damage exactly like trees
planted by hand.
Features:
- Planned trees are previewed as small tree ghosts rather than as seeds on the ground.
- Alt-dragging with the tool cancels planned trees inside the selected area.
- Planning and cancelling can both be undone with Ctrl+Z.
- Added a "Planting grid spacing" per-player setting, from 1 to 4 tiles.
- Added a "Planting pattern" per-player setting. Natural places trees with a noise
driven scatter that thickens into groves and opens into clearings, with no grid left
in the result; Grid keeps them on exact staggered rows.
- Large selections are planted progressively instead of being rejected, so a whole
island can be planted in one drag without stalling the game. Up to 50000 trees per
selection.
- A chat message reports when a large planting job starts and when it finishes, so a
slow one does not look like nothing happened.
Changes:
- Trees are only planned on ground types that tree seeds accept, and never on space
platforms.
- Trees planted by the tool are not registered with agricultural towers, so a tower in
range will not harvest them.
Bugfixes:
- Fixed that protected trees could still slowly turn grey from pollution, because only
the leaf stage was being restored.
- Fixed that trees planted by construction robots were never protected.
- Fixed that trees destroyed by fire, biters or other mods were left in the tracking
list until the next refresh.
- Fixed that event handlers registered from two different places could silently replace
each other.
- Fixed the changelog not being parsed by the game due to an invalid format.
Optimizations:
- Removing a tree from tracking is now a constant-time operation instead of a scan of
every tracked tree.
- The refresh sweep now runs in bounded batches on a fixed schedule instead of every
tick, so large forests no longer cause a tick spike.
- Tree removal is now detected through a single destruction registration instead of
four separate mining and death events.
Version: 1.1.0
Date: 08. 07. 2026
Major Features:
- Initial release of No Dead Trees.
- Trees planted by the player keep their leaves instead of going bare from pollution.
Features:
- Protected trees keep absorbing pollution normally.
- Tracked trees are saved with the game and restored on load.
Minor Features:
- Added a configurable check interval.
- Added optional debug logging.
- Added localisation for German, English, Spanish, French, Lithuanian and Brazilian
Portuguese.