The tree I was hoping to add was not a cherry tree like others have said.
Basically, it is. Sakura 桜 is Japanese for "cherry-tree", and sakurabana 桜花 (lit. "cherry flower") refers primarily and originally to the cherry flowering; then per extenso to the flowering of several related species and cultivars. For instance, the white sakurabana you may see depicted (and possibly you even posted a picture of it) is the flowering of a plum, which is a strict relative of the cherry-tree. Sakurabana last for only a few days a year and it is (or was) usual for Japanese newspapers to have a column alerting readers of approaching flowering of famous cherry woods, to plan visits at the top of the flowering.
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It's a pink leaf tree that we actually see in real life.
It isn't. The pink you see are flowers, not leaves. True, the most impressive pictures you may find are from cultivars specifically selected to emphasize the flowering, usually at the expenses of the fruits.
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One thing I don't understand is the hacking of the game, most mods out there are made that way. Example if a tree in the game already has it's own animations and is biome specific then that same code should be able to be used to create new tree's and plant types by altering their code to fit the new plants. That's how a lot of mods for plant life is made in other games and I see no problem with doing the same here even by adding new mobs to the game. The code is there so I don't understand how people can say it'll be static when you just need to implement what is already there. As far as adding new blocks and planks to the benches the code is there simply alter it a bit so it registers those wood or block types for recipes. If doing this is against the rules then I don't know. I've said it before I'll say it again, I'm not here to step on anyone's toes if you take offence I'm sorry but the code is there and in my opinion hacking is modding.
Well, in another life, for a while I earned a life modding -- in the sense you describe, i.e. hooking into undocumented points and unsupported features of the programme -- a rather famous programme (not really, or not entirely, a game, but this is irrelevant) and, I'll assure you, it is not a path I would like to embark into again.
For instance, for every new version (even a minor version change), I had to do a good part of the reverse engineering again, and again, and again... to locate the new memory addresses, guessing the new functions, etc., re-writing portion of my code relying on functions no longer existing in the main programme, often re-implementing them myself... This for about ten times...
So, this is definitely not the way to go, if you want something which is stable, reliable and with a minimum of life span.
About rules, this is also probably against the rules, but it is not up to me to tell (luckily!).
Then, everybody is free to choose his own approaches and paths, of course. But the consequences are rather clear.