Mods / Eco Machina

Tags:
Worldgen Other Graphics Flora Code AI Foliage
Author:
SevenD
Side:
Both
Created:
Jan 28th at 8:12 AM
Last modified:
May 28th at 1:01 PM
Downloads:
26324
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
vsecomachina_0.6.1.zip  1-click install

Eco Machina – Dynamic Trees & Living Ecosystem

Eco Machina is a long-term overhaul of how trees look and behave in Vintage Story — focused on realistic structure, organic growth, and long-term world immersion, without ever rewriting the world underneath you.

The core philosophy is simple:

  • Replicate vanilla behavior first.
  • Improve realism second.
  • Never break existing worlds.

Like the project?

Support Eco Machina on Ko-fi

What's in this version

Realistic tree rendering — stable

Trunks and branches are rendered as tapered, connected segments. A Heavy Path Decomposition (HPD) algorithm picks the trunk at every fork by the biological “most weight hangs above” rule, giving each tree a readable main-trunk → main-branch → side-branch hierarchy with 16 thickness steps from trunk base to twig tip.

Two kinds of connectors keep the geometry continuous:

  • Wood-to-wood connectors sit inside fork blocks and bridge the parent’s spine to the secondary children, so branching points read as one continuous mesh.
  • Foliage connectors link the branch tips to the canopy as X-cross billboard quads carrying branch-silhouette textures, alpha-tested for sharp edges.

Per-species HSV bark-tinting samples each species’ bark texture and produces matching twig colors — birch reads light and grey, oak warm brown, redwood deep red.

Vines and shelf mushrooms attach to the tapered branch geometry: vines drape along the real branch curves with proportional scaling, shelf mushrooms sit flush against the trunk surface.

Mod compatibility is built into the design. Eco Machina is species-agnostic and applies the same treatment to every wood/foliage block regardless of which mod added it. Atlas-page-aware mesh routing handles multi-atlas mods (resin overlays, custom bark sets) inside the tapered pipeline. Bark-tinting picks up modded species’ colors automatically — no per-mod configuration required.

Dynamic tree growth — in development

Trees that grow gradually over time, with stages derived from vanilla growth rules and reactions to available space, obstacles, and seasonal conditions. Currently opt-in behind a config flag and considered experimental until stable.

Root systems — planned

A complete root system per tree, modeled per species with three archetypes: taproot (deep central), lateral (shallow plate), and heart (mixed). The visible parts are root flare at the trunk base, surface roots on slopes and cliff edges, and root-over-rock paths when a tree grows on thin soil over stone.

The rest stays underground — but when a player digs through soil that contains root volume, the exposed roots become real, mineable tapered-wood blocks. Soil itself is never touched or converted; the root system lives alongside the terrain, not in place of it.

Living ecosystem — planned

Natural reproduction via seeds and saplings, competition for light and space, aging and natural death, seasonal effects like leaf drop and regrowth. Long-term work on the roadmap.

Tree Visualizer

A browser tool that lets you draw a tree on a grid and watch it get decomposed into chains in real time. Switch live between Vanilla (raw blocks), Long-Path (the legacy algorithm), and HPD (the new one). It’s how the algorithm was tested during development — useful if you want to see why the trees look the way they do.

Try it here: factorial-seven.com/eco-machina-visualizer

Settings

Eco Machina ships with an in-game settings dialog. Press F9 to open it. The dialog only shows settings meant for players — developer tools stay hidden unless you’ve explicitly enabled them.

  • Render World Tapered Meshes — The master switch. Turn off to disable all tapered-tree rendering and fall back to vanilla cube logs. Default: on.
  • Auto-claim vanilla trees — When you move near a vanilla tree, Eco Machina takes ownership of it for tapered rendering. Without this, only worldgen-claimed trees get the treatment. Default: on.
  • Worldgen preclaim (new chunks) — Claims trees during world generation as new chunks are created. Trees are ready for tapered rendering immediately, without waiting for auto-claim. Default: on.
  • Auto radius (view distance) — Eco Machina’s working radius automatically follows your in-game view distance. Turn on if you change view distance often and want the mod to track it. Default: off.
  • Manual radius (chunks) — How far out (in chunks) Eco Machina maintains tapered tree rendering when Auto radius is off. Higher = more trees rendered at once. Default: 2.

Experimental

  • Tree growth lifecycle — Opt-in for the experimental dynamic-growth system. Trees grow gradually over time instead of instantly. Requires a server restart to apply. May cause unexpected behavior until stable. Default: off.
Compatibility & Design Principles

Eco Machina is built with maximum compatibility in mind:

  • Render-only — vanilla blocks stay vanilla underneath, no save migration
  • Existing worlds work without any conversion step
  • Multiplayer-safe (server authoritative, deterministic)
  • No global world scans or heavy per-tick updates
  • Vanilla tree interactions preserved (felling, drops, tool behavior, attachments)
  • Mod-compatible by design — species-agnostic, multi-atlas-aware

If something looks vanilla, it behaves vanilla.

Known Issues

Known limitations and edge cases. They don’t block the mod from being used, but you might run into them:

  • 2×2 trunks on cliff edges — large 2×2 trees on cliffs may render incorrectly, especially with short trunks or significant height differences below the cliff edge.
  • Tree-conversion misses — occasionally a tree fails to convert to tapered meshes during chunk loading and stays as vanilla cubes until the chunk is re-loaded.
  • Vines on tilted branches — vines on diagonal or tapered branches align correctly on the vertical axis, but don’t yet adjust their height to follow the branch’s tilt.
  • Mushrooms on diagonal trunks — shelf mushrooms don’t yet align correctly to diagonal wood blocks.
  • Beehives — don’t yet snap to branch geometry and can appear to float next to the wood instead of sitting on it.
  • Chunk loading — chunks may occasionally take longer to load.

If you run into something not listed here, please report it — the Support & Feedback section below has details.

Development Status

The rendering layer is stable and ready for general use. The dynamic-growth and ecosystem layers are still in development and currently behind opt-in config flags.

Expect:

  • visible progress updates
  • rapid iteration on the experimental layers
  • occasional breaking changes on the growth/ecosystem side during development
  • a stable render baseline you can rely on in the meantime
How the mod is made

I’m a trained Media Designer (Mediengestalter Digital + Print) with a background in graphic design, 2D and 3D art, animation, video and audio editing, web development, and the software architecture that ties all of that together. Programming was never my main craft — so I use AI coding assistants the same way I use Blender for 3D meshes, Affinity for textures, or my audio software for sound: as a tool to execute ideas I’ve already designed.

The concepts, the architecture, the visual decisions, the specifications, and the dev journals are all made by me. The code is the implementation layer. Every feature is preceded by a written specification, every significant decision is captured as an architecture record, and every working day is logged in a public dev journal — the work behind every visible improvement is fully traceable.

A longer write-up on this is on the Ko-fi page if you’d like more detail.


Support & Feedback

This mod exists because people asked for it — and because trees deserve better.

If you enjoy the project:

  • feedback and testing are highly appreciated
  • if you have a tree-adding mod that breaks under Eco Machina, drop me the modid and a screenshot
  • optional support helps keep development going ♥

 

Ko-fi: https://ko-fi.com/factorialseven

Support on Ko-fi

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.6.1 vsecomachina
1.22.0 - 1.22.2
18824 May 28th at 1:01 PM vsecomachina_0.6.1.zip 1-click install

v0.6.1 — Hotfix for Display Names & Log Spam

A quick hotfix following v0.6.0:

- Log Spam Fixed: At `VerboseDebug` verbosity, the mod generated ~16,000 unnecessary `Lang key not found` entries per session. Now: 0.
- Hover HUD Names Improved: Tapered logs now display the correct name from the original block (e.g., "Acacia Log", "Oak Log") instead of raw code.
- Mod-Tree Compatible: Works automatically with trees added by other mods (Wildcraft, etc.) — the mod delegates the name lookup to the respective source block, without Eco Machina needing to specifically recognize that mod.

0.6.0 vsecomachina
1.22.0 - 1.22.2
267 May 28th at 9:37 AM vsecomachina_0.6.0.zip 1-click install

Eco Machina v0.6.0 - Changes

New Feature:
The Pipe Model from forest biology (Shinozaki 1964) has been implemented to more accurately calculate tree trunk and branch thickness, replacing the old heuristic formula.
The Pipe Model is based on the length of the trunk and the quantity of branches attached to it.
The longer a trunk is, and the more branches it has, the greater its maximum thickness will be.
Consequently, trees with extensive branching will grow thicker, while trees with fewer branches will remain slender.
As a result, saplings no longer appear blocky; smaller trees—as well as tall trees with few, short branches—now possess a more slender form and no longer look so conical.

This results in a significantly more realistic overall appearance regarding the thickness distribution of branches and trunks, thereby creating tree shapes that are much closer to nature.

Bug Fixes:

- Wild beehives no longer float in mid-air.
- Removed server log spam related to the auto-claim feature.
- Player-placed logs are no longer recognized as trees (ensuring compatibility with Salty's Falling Trees). This prevents player-built structures—as well as felled trees left lying around as log blocks—from being converted into tree structures.
- Fixed lighting errors that manifested as black boxes appearing around log blocks.
- Beehives embedded in trunks are now correctly aligned with the branches; they no longer appear to be floating.

Fully compatible with v0.5.0 worlds.
The Pipe Model utilizes a build-time calculation—all trees will update to their new thickness values ​​upon the next chunk reload.

0.5.0 vsecomachina
1.22.0 - 1.22.2
4119 May 23rd at 12:41 AM vsecomachina_0.5.0.zip 1-click install

v0.5.0 — Fixed Issues

Major Bug Fixes

 

  • Newly grown trees are now converted correctly.
    Trees that grew from saplings or seeds after world generation previously retained their "vanilla" blocky appearance—even after reloading the world. They are now automatically converted into the tapered geometry as soon as their growth is complete.
  • Fixed incorrect textures on trees in mod-heavy worlds.
    In worlds with a large number of block textures, connection pieces for foliage and wood blocks sometimes displayed completely unrelated textures (red planks, butterfly textures on Wildcraft cedars, fragments of mob animations, etc.). This error no longer occurs—regardless of which combination of mods is loaded.
  • Improved server performance under heavy mod load.
    In worlds with many loaded mods (40,000+ block variants—e.g., FloralZones, Wildcraft, ImmersiveFoliage, and similar), the mod previously caused noticeable stuttering and warnings such as "Server overloaded." The mod now runs more smoothly under heavy load.


Minor Bug Fixes

 

  • Fixed Z-fighting / flickering textures at branch forks.
    If a branch had the exact same thickness as its corresponding trunk, Z-Fighting ("dancing" or flickering pixels) would appear at the connection point. This has been fixed.
  • Fixed conflict with the "Magic Wand" in Creative Mode.
    Eco Machina previously repurposed the "vanilla" Magic Wand for its own functions, thereby blocking the tools available in Creative Mode. The mod now uses its own dedicated item—the Eco Machina Staff—and the vanilla Magic Wand once again functions as intended.
0.4.0 vsecomachina
1.22.0-pre.3 - 1.22.2
3114 May 20th at 8:51 PM Empty vsecomachina_0.4.0.zip 1-click install

532 Comments (oldest first | newest first) (threaded | flat)

JALAMITY, 9 hours ago

It's a lot to ask for I'm sure, but is there any chance there will ever be compatibility with 3x3 trees?

Dannyftm, 19 hours ago

Is anyone else having it where after a tree grows from a sapling, it doesn't get the eco machina tree look and just reverts to a vanilla tree?

Yochan, 2 days ago (modified 2 days ago)

ello my client froze and i check the log and see this
14.8.2026 00:36:02 [Error] Missing mapping for texture code #resin during shape tesselation of block game:log-resinharvested-pine-ud using shape game:block/wood/log/noresin1, or one of its alternates
wonder if its form this mod?
edit : it might be dana tweak's show resin on all side im not sure gonna try /fixmapping

Liliet, 6 days ago

So this glorious moment I think deserves to be commemorated (this is a larch, not a modded tree of any sort)

Maolany, Aug 7th at 1:19 AM

 i would lovw to see more round leaves to go with this

SuperBob, Aug 6th at 11:41 PM

Anyway to persist the settings? I need to increase the "Manual radius" setting on every restart.

Torchling, Aug 8th at 1:01 PM
@SuperBob: Anyway to persist the settings? I need to increase the "Manual radius" setting on every restart.

Same here. Every time I load into a world, the settings reset back to default. I normally play with Auto radius, but need to enable it every time. Would love to see these settings persist. I'm playing on 1.22.3 if that helps.

xFrostBeardx, Aug 6th at 1:13 AM

I'm sure you're tired of hearing this; I really love the mod, BUT right now it is causing me some very hefty performance issues. No frame drops or stutters, but whole chunks take ages loading. I have 32G Ram, an i9, and 5090 so I'm not exactly using grammas laptop. Reading these other comments I see performance issues on your to do list/ things you have tackled. When can we expect the next update?

SevenD , Aug 6th at 5:34 PM
@xFrostBeardx: I'm sure you're tired of hearing this; I really love the mod, BUT right now it is causing me some very hefty performance issues. No frame drops or stutters, but whole chunks take ages loading. I have 32G Ram, an i9, and 5090 so I'm not exactly using gramm

I’d like to refer you to the reply I posted further down four days ago to DeeBz26.
Unfortunately, I can't say for sure right now. I hope to find more time for it again soon and finally get that annoying bug fixed.

xFrostBeardx, 5 days ago
@SevenD: I’d like to refer you to the reply I posted further down four days ago to DeeBz26. Unfortunately, I can't say for sure right now. I hope to find more time for it again soon and finally get that annoying bug fixed.

Hey I appreciate the reply. I love the mod, life comes first. Wishing the best for you, I hope the job hunting is fruitful and you are paid what you're worth. Looking forwards to the next update! 

Umbrum, Aug 4th at 4:52 PM

Is there a way for me to customize how much the trunks shrink as they go up? I feel like they shouldn't shrink nearly as much as they do.

Fiasyn, Aug 3rd at 6:04 PM

it seems if i leave just the bottom block of a tree it works fine bu if i leave and come back to it, the shape becomes thin.

SevenD , Aug 6th at 5:32 PM
@Fiasyn: it seems if i leave just the bottom block of a tree it works fine bu if i leave and come back to it, the shape becomes thin.

That’s because the tree is re-interpreted by the mod when you return. If only a single block remains, the mod assumes—upon re-scanning—that it’s just a very small tree and processes it accordingly. I would need to implement a detection mechanism so that the tree is marked appropriately and not recalculated.

Hmuda, Aug 2nd at 6:05 AM

Weird bug appeared since I updated to 1.22.5

It seems the game now favours vines for targeting even through other blocks, which makes placing things on walls, and interacting with things like fireplaces next to walls that also have vines on the other side kind of a pain.

Here's a video of the behaviour:

https://www.reddit.com/r/VintageStory/comments/1vd12im/yet_another_bug_related_to_vines_want_to_check_if/

Either disabling the entire mod, or turning off the rendering in-game fixes it.

Hxfl502, Jul 31st at 10:23 PM

I have been playing with this mod and this error started popping up

[Error] Missing mapping for texture code #resin during shape tesselation of block game:log-resinharvested-pine-ud using shape game:block/wood/log/noresin1, or one of its alternates

 

It seems that only vanilla pine trees has this error.

I think its one for every trunk with no resin, I've have disabled eco machina and enabled it back, the error doesn't appear without. On tree mods I'm using "Wildcraft: trees and shrubs" and a "Resin farm"

DeeBz26, Jul 30th at 5:41 PM

I wanted to ak how progress is coming along for the next update, im super excited and hope performance is improved! Great mod btw!

SevenD , Aug 2nd at 4:40 PM
@DeeBz26: I wanted to ak how progress is coming along for the next update, im super excited and hope performance is improved! Great mod btw!

The client-side overhaul is complete and working. 
In this update, I've also completely redesigned the technology behind tree detection and separation to address performance issues and improve reliability during tree conversion. This is also largely finished and working perfectly. I'm currently stuck on just one problem that's holding me back from releasing, and that's large clusters of interconnected trees, like kapok forests. Separation in these cases is still taking too long, and I'm not satisfied with the performance. 
The problem is, I don't have a good solution for this yet, and I don't want to release it like this because I expect more complaints. I want it to be clean.

Unfortunately, I'm also dealing with a lot personally right now. 
I lost my job because my company went bankrupt, which means I have less time for the mod since I have to focus on job hunting and organizing things. 

On top of that, I've started a new project that's really important to me. 
Since I want to improve my programming skills, I've begun developing my own little game and already have a working prototype.

All my experience from my years working with 3D, game engines, and graphic design is coming together here, and I'm learning to program as I go, thus developing myself further. It's a passion project and is taking up even more time. 
And to be honest, I needed some positive progress instead of constantly working on the same bug in Eco Machina.

However, I plan to tackle the aforementioned problem again soon with fresh eyes, and I hope to solve it so that I can finally release the new version.
I am very sorry for the long wait.

Soerry, Jul 26th at 4:23 PM

Hey I absolutely adore this mod and cant see myself ever playing without it!

I however have yet to find a way to claim Player built custom trees. Is there a way to do this?

SevenD , Jul 30th at 2:49 PM
@Soerry: Hey I absolutely adore this mod and cant see myself ever playing without it! I however have yet to find a way to claim Player built custom trees. Is there a way to do this?

I originally included that feature, but it caused too many complications with buildings. However, I am considering reintroducing it using a different approach.

KosmoGrim, Jul 24th at 8:24 AM

Getting hundreds of these warnings repeated after eachother in the server main log every time i launch my main world, is it something to worry about? Starting to get some problems with chunk corruptions, trying to figure out if it could be this or if my terain gen mods have messed up my world.

24.7.2026 10:06:18 [Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-lightaged-x-1.000-dx-1_dy-1_dz1
24.7.2026 10:06:18 [Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-lightaged-y-1.000-dx-1_dy-1_dz1
24.7.2026 10:06:18 [Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-lightaged-z-1.000-dx-1_dy-1_dz1
24.7.2026 10:06:18 [Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-lightaged-x-0.9375-dx-1_dy-1_dz1
24.7.2026 10:06:18 [Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-lightaged-y-0.9375-dx-1_dy-1_dz1

SgtPinback, Jul 24th at 1:01 AM

I will also add anecdotally that on v1.22.5 singleplayer this mod seems to drastically slow down my chunk/world generation to a degree I can't accept. Despite that, thank you for your hard and continued work on this mod!

Simonates, Jul 23rd at 2:13 PM

Hi, first of all, i'd like to say that i really like this mod, i'm running a +200 modpack, so this is more of an informative report than anything else:

Spoiler

I spent several days investigating intermittent stutters in a large modpack, and Eco Machina showed up as a significant and measurable contributor to managed-memory allocation during chunk tessellation. I thought the results might be useful to you.

My setup was:

 

Vintage Story 1.22.3 Stable
Eco Machina 0.6.1
Single-player with the integrated server
207 enabled mods and 430 instantiated mod systems
Intel i7-14700KF
RTX 5070
32.6 GB RAM
Initial view distance of 1024
Eco Machina manual radius of 2 chunks

 

The game generally ran at high frame rates, often around 130 to 150 FPS, but I experienced occasional hard stutters.

I initially used Server Debugger to understand the pauses. With the normal Workstation GC, I recorded genuine full Gen 2 collection pauses of 4.566 and 4.773 seconds, both approximately 99 percent garbage collection.

I enabled Server GC, concurrent GC, and six GC heaps in the Vintage Story client runtime configuration. This reduced comparable full collection pauses to approximately 1.3 to 1.7 seconds. That was a large improvement, but it did not remove the underlying allocation pressure.

 

To identify where the temporary allocations were coming from, I recorded managed allocation traces using dotnet-trace with the gc-verbose profile and analyzed them using PerfView.

For the first trace, Eco Machina tapered rendering was enabled. I recorded five minutes of ordinary gameplay around my base, including walking through nearby chunks, using storage, moving items and interacting with workshop blocks.

PerfView estimated approximately 201.3 GB of managed allocations during the five-minute trace.

The largest Eco Machina-specific call tree was:

 

vsecomachina.Integration.Rendering
RenderOnlyTaperedWoodPatches.CubeTessellatePrefix

 

PerfView attributed approximately 51.27 GB of allocation to this method and its callees during the five-minute capture.

The largest items underneath it were approximately:

 

System.Int32[]                                 43.08 GB
System.Reflection.FieldAccessor.GetValue       4.04 GB
CustomMeshDataPartInt.EmptyClone               1.67 GB
BlockPos                                       1.62 GB
MeshData.SplitByTextureId                     219.6 MB
MeshData.CloneBasicData                       146.5 MB

 

Because PerfView was using coarse allocation sampling, I understand that these are estimates rather than exact byte counts. The scale and relative ranking were still very consistent.

I then ran a control trace with only Render World Tapered Meshes disabled.

I kept the same world, mod list, location, graphics settings, view distance and five-minute duration. I waited for the nearby chunks to remesh before beginning the second capture.

With tapered rendering disabled:

 

The CubeTessellatePrefix allocation branch disappeared
Total managed allocation fell from about 201.3 GB to about 163 GB
System.Int32[] inclusive allocation fell from about 125.4 GB to 90.1 GB
Large-object allocation fell from about 139.8 GB to 73.2 GB

 

This confirmed that the tapered rendering path was adding substantial allocation churn, especially large integer arrays and other mesh-related temporary objects.

It was not the only source of allocations. With Eco Machina rendering disabled, the standard Vintage Story chunk tessellation pipeline still allocated heavily:

 

ChunkTessellator.NowProcessChunk
MeshData.CloneExtraData             approximately 60.55 G

 MeshData.CloneUsingRecycler         approximately 25.88 GB

 

So my conclusion is not that Eco Machina caused the whole problem. Vintage Story was already doing a large amount of chunk-mesh allocation at a view distance of 1024, and Eco Machina added another large tessellation layer on top of it.

I also performed an idle test to check whether this looked like retained-memory growth. Over roughly 15 minutes while stationary, the managed heap stayed almost unchanged, moving from approximately 15,275 MB to 15,264 MB. That suggests the main issue is temporary allocation churn and heap fragmentation rather than a simple continuously growing memory leak.

The practical resolution on my system was to reduce the normal view distance from 1024 to 704, then turn Eco Machina tapered rendering back on with a manual radius of 2 chunks.

With those settings, the game is finally running smoothly enough for normal play while keeping the tapered trees enabled.

From the outside, the main optimization target appears to be:

 

RenderOnlyTaperedWoodPatches.CubeTessellatePrefix

 

The trace suggests that the hot path may benefit from reducing repeated int[] allocation, avoiding reflective field access during per-cube tessellation, reducing temporary BlockPos creation, and avoiding repeated mesh clones or texture splitting where results can be reused.

Possible approaches might include caching field accessors, using an immediate early return for blocks that are not part of a tapered tree, caching immutable taper mesh templates, and appending cached geometry directly to the destination chunk mesh instead of cloning temporary mesh structures. Those are only suggestions based on the allocation call tree, since I have not inspected the source implementation.

I have kept both .nettrace files. I would be happy to provide them if the raw data would help.

Thanks for the work on the mod. The visual result is excellent, which is why I spent the time trying to find a configuration that let me keep it enabled.

 

Again, this is not me complaining, i'm just sharing my findings, Thanks!

SevenD , Jul 23rd at 3:01 PM
@Simonates: Hi, first of all, i'd like to say that i really like this mod, i'm running a +200 modpack, so this is more of an informative report than anything else: Spoiler I spent several days investigating intermittent stutters in a large modpack, and Eco Machina sh

Wow!
That is excellent and very detailed. Thank you very much. I’ll go through it and see how it aligns with my own experience. I’ve already fixed many of the errors that caused performance issues during my current architectural overhaul, and I’m currently stuck on just one edge case. However, I’ll take a close look at your findings to see if they highlight anything else.
Thanks for the effort.

KosmoGrim, Jul 23rd at 9:57 AM

Is anyone else experiencing issues with the game freezing with this mod installed? Got a short mod list, only new ones i haven't used before is this and immersive light, but my game keeps freezing endlessly about once an hour, gotta shut it down with task manager so no crash logs, no RAM issues either, really struggling with figuring out what the issue is.

DistortedVoices, Jul 23rd at 2:03 AM (modified Jul 23rd at 2:05 AM)

Heya i just installed this Mod and im loving what it does. The trees look so much better and so much less minecraft. Sadly it doesnt seem to work with the different tree generation from betterforest which is a real shame (they are just "vanilla" looking trees then). i hope thats something that can be changed in the future because i would love to see them work together. also the "hollows" from primitive survival are not compatible but i didnt expect them to be. much love and great work <3

DestroPrime82, Jul 22nd at 10:25 PM

Can we get a patch with Wild Farming Forked, when scoring Trees with a knife to manually make leaking logs causes them to turn back into square logs.

Wild Farming Logs

SevenD , Jul 23rd at 2:52 PM
@DestroPrime82: Can we get a patch with Wild Farming Forked, when scoring Trees with a knife to manually make leaking logs causes them to turn back into square logs. Wild Farming Logs

That’s an issue on my list. I’ll work on it as soon as I’ve got the current version out the door. Unfortunately, that version is giving me a hard time right now, and I have a lot going on in my personal life, so development is taking a bit longer. Sorry.

DigitalHare, Jul 22nd at 6:28 AM (modified Jul 22nd at 7:14 AM)

I apologize for the odd question, is there a way I can use this on a server with the ability for a single user can decide that do not wish to see the trees like this? I ask because I rather enjoy this and I think the other players on my server would, however one of my players, it confirmed triggers a strong negative. The spidery, wiry and such branches just makes them absolutely uncomfortable for reasons they cannot control. If it isn't possible to turn off for a single user, that's completely understandable and we're happy to make our experience comfortable to the group as a whole and do without.

Edit:Should I have read the settings, there is indeed a master switch on and off per player. Though, doesn't seem to remember the setting on single player tests.

SevenD , Jul 23rd at 2:50 PM
@DigitalHare: I apologize for the odd question, is there a way I can use this on a server with the ability for a single user can decide that do not wish to see the trees like this? I ask because I rather enjoy this and I think the other players on my server would, howe

Oh, I'm sorry to hear that.
I hadn't even thought of that.
I'm currently working on a new version that makes the mod completely client-side. That way, everyone can decide for themselves whether they want to use it.

DigitalHare, Jul 31st at 6:29 PM
@SevenD: Oh, I'm sorry to hear that.I hadn't even thought of that.I'm currently working on a new version that makes the mod completely client-side. That way, everyone can decide for themselves whether they want to use it.

Oh that would be wonderful. I'll be keeping my eye on it. Thank you so much. I know ti's an odd and very specific sort of issue but it was worth seeing anyway! I'll definitely use it when single player at least lol

DovaDude, Jul 20th at 4:08 PM

Have you considered adding a cycle where the appropriate trees drop large amounts of seeds once per year to the growth cycle mechanic?

SevenD , Jul 23rd at 2:49 PM
@DovaDude: Have you considered adding a cycle where the appropriate trees drop large amounts of seeds once per year to the growth cycle mechanic?

If I were to tackle the growth cycle mechanics, something like that would be conceivable, yes.

Satellites, Jul 17th at 12:10 AM

how do i enable dynamic tree groth? i dont see any actual config json

MisterMkey, Jul 18th at 6:22 PM
@Satellites: how do i enable dynamic tree groth? i dont see any actual config json

Eco Machina ships with an in-game settings dialog. Press F9 to open it. The dialog only shows settings meant for players — developer tools stay hidden unless you’ve explicitly enabled them.

  • Render World Tapered Meshes — The master switch. Turn off to disable all tapered-tree rendering and fall back to vanilla cube logs. Default: on.
  • Auto-claim vanilla trees — When you move near a vanilla tree, Eco Machina takes ownership of it for tapered rendering. Without this, only worldgen-claimed trees get the treatment. Default: on.
  • Worldgen preclaim (new chunks) — Claims trees during world generation as new chunks are created. Trees are ready for tapered rendering immediately, without waiting for auto-claim. Default: on.
  • Auto radius (view distance) — Eco Machina’s working radius automatically follows your in-game view distance. Turn on if you change view distance often and want the mod to track it. Default: off.
  • Manual radius (chunks) — How far out (in chunks) Eco Machina maintains tapered tree rendering when Auto radius is off. Higher = more trees rendered at once. Default: 2.

Experimental

  • Tree growth lifecycle — Opt-in for the experimental dynamic-growth system. Trees grow gradually over time instead of instantly. Requires a server restart to apply. May cause unexpected behavior until stable. Default: off
  • 🙃
SevenD , Jul 19th at 2:45 AM
@Satellites: how do i enable dynamic tree groth? i dont see any actual config json

Dynamic Tree growth is still under development and does not work properly in this version. I have completely removed it for the upcoming version because I am going to develop it from scratch.

Setsett, Jul 16th at 1:33 PM

Can this mod be removed from an existing world? I read the description, and, while it says that it can be applied to an existing world without any problem, I wasn't able to determine whether the opposite is true. 

TheBjark, Jul 16th at 1:47 PM
@Setsett: Can this mod be removed from an existing world? I read the description, and, while it says that it can be applied to an existing world without any problem, I wasn't able to determine whether the opposite is true.

As it doesnt actually change or add anything to the game and it simply rerenders the tree log, you can safely remove it and readd it whenever you want

SevenD , Jul 19th at 2:43 AM
@Setsett: Can this mod be removed from an existing world? I read the description, and, while it says that it can be applied to an existing world without any problem, I wasn't able to determine whether the opposite is true.

Yes, that’s no problem. The mod can be enabled or disabled at any time. In the current version, some data from a previous function is still being saved to the world. However, this doesn't interfere with the world, and the data is automatically removed the first time the world is opened with the new version.

SussyBaka443, Jul 16th at 10:02 AM (modified Jul 16th at 10:08 AM)

Heya!

I really like this mod. It renders the trees beautifully, which is something I really missed

unfortunately, I often find bugs in the form of invisible birch leaf bushes, which are common in gravelly areas

and often these invisible bushes have branches, which creates invisible colliding blocks that can, of course, be destroyed and once one block of leaves is destroyed, the entire bush suddenly reappears

this is, unfortunately, a persistent problem :v

SussyBaka443, Jul 19th at 9:03 AM
@SevenD: That’s strange.I’ll try to reproduce it.I haven’t seen that before.

Or it could be from another mod “Deciduous Trees” :0
I dunno, I didn't notice that

todorolo, Jul 22nd at 4:57 PM
@SussyBaka443: Or it could be from another mod “Deciduous Trees” :0I dunno, I didn't notice that

i can confirm it is most likely from deciduous trees, i have the same issue and its related to that lolol

todorolo, Jul 15th at 5:09 PM (modified Jul 15th at 5:10 PM)

hi, i'm running this with falling tress and immersive mining (as well as the compatibility patches) and i cannot get trees to come down. i can only get them down if they are super tiny, anything with a full block at it's base won't come down even after 100 hits with my flint axe T-T i chopped this one pine tree all night... 

the immersive mining is only removing the outermost layer of voxels, so maybe that's the issue? idk if it's relevant, but i'm also using vigor, however i have the BlockRegenerationInterval for immersive mining set to 60 (i got annoyed with tools breaking) so i don't think running out of stamina should be affecting it. (i am on 1.22.3)

Cthugha, Jul 16th at 2:28 PM (modified Jul 16th at 2:28 PM)
@todorolo: hi, i'm running this with falling tress and immersive mining (as well as the compatibility patches) and i cannot get trees to come down. i can only get them down if they are super tiny, anything with a full block at it's base won't come down even after 10

Chopping down big trees with a flint axe with immersive mining is not going to go well. It's realistic and intentional. You're not going to have luck with larger trees until you get metal.

todorolo, Jul 22nd at 4:56 PM
@Cthugha: Chopping down big trees with a flint axe with immersive mining is not going to go well. It's realistic and intentional. You're not going to have luck with larger trees until you get metal.

oh i know it's gonna suck, but i was able to chop it down once i turned off eco machina and the compat patches, only running falling trees, immersive mining, and vigor

TheBjark, Jul 15th at 3:30 PM

I seem to be having an issue where it is converting the debarked log frame of my build into your trees, interestingly the non-debarked logs ive placed in other areas have not converted..?

SevenD , Jul 19th at 2:40 AM
@TheBjark: I seem to be having an issue where it is converting the debarked log frame of my build into your trees, interestingly the non-debarked logs ive placed in other areas have not converted..?

I’ve made improvements in the latest update regarding the detection of actual tree blocks. That should fix the issue as well.

Otterbutter, Jul 14th at 4:22 PM

seems to only occassionally work on trees from the Wildcraft Trees mod, but the vanilla trees look gorgeous

SevenD , Jul 19th at 2:38 AM
@Otterbutter: seems to only occassionally work on trees from the Wildcraft Trees mod, but the vanilla trees look gorgeous

I have made numerous optimizations in the current update I am working on. As a result, trees from other mods should also function more reliably.

CaptainSwift11, Jul 13th at 11:24 PM

Playing on 1.22.3 and am unable to get the mod to show up in the mod list.

Zarviya, Jul 14th at 10:58 PM
@CaptainSwift11: Playing on 1.22.3 and am unable to get the mod to show up in the mod list.

I have the same issue this mod doesn't show up at all I've even tried to add it manually still didn't work and my mod path is correct o mando I guess we're just gonna have to live that block tree life Captain o7 bwahahaha

SevenD , Jul 19th at 2:37 AM
@CaptainSwift11: Playing on 1.22.3 and am unable to get the mod to show up in the mod list.

That's strange.
It works fine for me.
Do you use a specific mod manager or something?

CaptainSwift11, Jul 25th at 12:43 AM
@SevenD: That's strange.It works fine for me.Do you use a specific mod manager or something?

I was using VS Launcher, with which I had a number of issues relating to mods showing up, so I'd disregard this. I've switched to MVL launcher and have no issues with the mod showing up.

Eightbarnes, Jul 13th at 9:58 AM

Not sure if somebody has already mentioned this issue, but I added this mod to an existing save and all was fine, then I went to sleep and when I woke up, all the trees had gone back to vanilla - I just exited and relaunched the world and all was back to modded. Not sure if it is something to do with the trees not be loaded during sleep? Awesome mod anyhow!

HerbDashwell, Jul 13th at 6:53 AM

Does this work with the ecosystem flora mod? I added this to my world (which has the aformentioned mod), and noticed that some of the trees updated, while others did not. As well as this, trees will often revert to the regular block state after leaving and unloading chunks. Either way, I love this mod and am excited for the update!

SevenD , Jul 19th at 2:34 AM
@HerbDashwell: Does this work with the ecosystem flora mod? I added this to my world (which has the aformentioned mod), and noticed that some of the trees updated, while others did not. As well as this, trees will often revert to the regular block state after leaving an

As far as I know, the Ecosystem Flora mod deals with plants, not trees. So, there shouldn't be any issues there. Regarding the reversion to vanilla blocks, could you describe in more detail when that happens?

nolant0n, Jul 12th at 4:18 PM

tree holes from primitive survival bulge outwards

SevenD , Jul 19th at 2:32 AM
@nolant0n: tree holes from primitive survival bulge outwards

I know. The problem is at the top of my list for after the next update.

Cthugha, Jul 12th at 3:13 AM

Hey! First off, I love Eco Machina. Probably one of my favorite VS mods.

I'd like to make a request, not sure exactly how easy or difficult it would be. When playing with mods that disable the map, marking paths is incredibly important. Wilderlands Waymarkers adds some buoys and cairns, which are great. But I'm working on a small mod designed around marking blazes on trees to create trails. Overlays applied on top of Eco Machina's trees render on the bounding box of the log block, at least they do for the cave painting system. That means the overlays are floating in the air. Is it possible to have them render on the final tapered geometry instead?

Thanks, and I'm looking forward to the next update. I haven't had any real performance issues with the mod, but every frame is appreciated.

Cthugha, Jul 19th at 6:05 AM
@SevenD: Many thanks :)That should be possible if you target the tapered mesh instead of the bounding box for the overlays.

Sorry, but I'm not sure what you mean. Like, the vanilla cave painting system just targets the bounding box, no matter how you try to click on it.

SevenD , Jul 23rd at 2:47 PM
@Cthugha: Sorry, but I'm not sure what you mean. Like, the vanilla cave painting system just targets the bounding box, no matter how you try to click on it.

The mod replaces the original vanilla mesh with its own tapered mesh. If you use this for the overlay instead of the bounding box, it should work.

Cthugha, Jul 23rd at 4:31 PM
@SevenD: The mod replaces the original vanilla mesh with its own tapered mesh. If you use this for the overlay instead of the bounding box, it should work.

I hear you, but I'm saying that if you draw on a log with, for example, a piece of charcoal, it will end up on the bounding box instead of the Eco Machina mesh. This is vanilla functionality that is not working correctly with Eco Machina.

ProrokFYNTK, Jul 11th at 7:16 PM (modified Jul 11th at 7:17 PM)

Will this work with mods that modify tree drops? Such as: Gimme One Seed PLZ  or  Proper Sticks
From the mod description I assume it should work no problem, but I'd rather ask

narkoticici, Jul 11th at 12:44 PM

I wanted to add using ancient tools where you can scar a tree for it to become leaking and give resin makes the block full size instead of eco machina size 

I also wonder if its possible for me to fix it by myself if anyone can comment 

Also i love the mod thank you! 

SevenD , Jul 11th at 6:22 PM
@narkoticici: I wanted to add using ancient tools where you can scar a tree for it to become leaking and give resin makes the block full size instead of eco machina size I also wonder if its possible for me to fix it by myself if anyone can comment Also i love the mod

This issue affects not only this mod but also others that insert custom blocks with unique geometry (such as blocks with holes or beehives) into trees. My mod does not (yet) recognize these blocks, so they are not converted into tapered meshes.
I am currently working on the underlying architecture and performance to make the mod faster and more efficient overall. Once that is done, this feature will be at the top of my list.

batdode, Jul 9th at 8:54 PM

hey, I'm not sure how helpful my feedback can be but I really love this mod, the only problem I've run in to is it causes chunks to load kinda slow, I js wanna mention incase you continue working on an update 

SevenD , Jul 9th at 10:47 PM
@batdode: hey, I'm not sure how helpful my feedback can be but I really love this mod, the only problem I've run in to is it causes chunks to load kinda slow, I js wanna mention incase you continue working on an update

I am currently working on the performance issues and am close to releasing a new version that will hopefully resolve them satisfactorily. Over the past six weeks, I have been working intensively on the mod's core structure, implementing numerous optimizations and reworking fundamental systems. I hope the new version will put the majority of the performance issues to rest and make the experience significantly smoother.

Dominator1559, Jul 9th at 9:38 AM

Looks great, runs terribly. Maybe in the future

SevenD , Jul 9th at 11:32 AM
@Dominator1559: Looks great, runs terribly. Maybe in the future

I am working on a major update that addresses the entire architecture and performance.
Unfortunately, I cannot do much with your feedback.
It would be more helpful if you could provide more specific information; that way, the feedback would be more constructive and help me better pinpoint these performance issues.

workersunite, Jul 9th at 6:33 AM

I've run into an issue where Eco Machina struggles to detect trees added from the Florasphere mod. The mod is quite outdated, so I competely understand that compatibility might not be perectHowever, I was wondering if I could manage to make Eco Machina detect those trees. Is there a configuration file or something within the mod files that I could change to perhaps add support for them?

SevenD , Jul 9th at 11:30 AM
@workersunite: I've run into an issue where Eco Machina struggles to detect trees added from the Florasphere mod. The mod is quite outdated, so I competely understand that compatibility might not be perectHowever, I was wondering if I could manage to make Eco Machina de

All trees—including those from mods—created using Vintage Story's tree generation system should work with this mod. Eco Machina does not account for special cases; these trees will render without being processed by my mod.
Could you specify exactly which trees are affected and perhaps send some screenshots? That would help me narrow down the issue.

workersunite, Jul 9th at 5:59 PM (modified Jul 9th at 6:10 PM)
@SevenD: All trees—including those from mods—created using Vintage Story's tree generation system should work with this mod. Eco Machina does not account for special cases; these trees will render without being processed by my mod.Could you specify exactly which t

Okay, I've narrowed it down to a specific "type" of tree introduced by Florasphere. The mod adds "small" variants of species, for example the "small spruce", "small pine", etc. These trees do not seem to be detected by Eco Machina; they lack any branches and their bodies don't appear any differently without the mod enabled. I've attached a screenshot of small birch with Eco Machina running, but ALL of the small variants of trees don't appear to be detected. However, the normal sized species of Florasphere trees are detected fine by Eco Machina. There's a normal sized Florasphere fir in the background that was tapered correctly.

SevenD , Jul 9th at 10:43 PM
@workersunite: Okay, I've narrowed it down to a specific "type" of tree introduced by Florasphere. The mod adds "small" variants of species, for example the "small spruce", "small pine", etc. These trees do not seem to be detected by Eco Machina; they lack any branches

Aha, so we’ve identified the problem.
The "Small" tree variants are individual blocks with their own specifications; they don't match the standard blocks used to build the trees my mod recognizes.
I deliberately excluded such cases from the mod's detection logic because, otherwise, I would have to build specific compatibility for every single mod that introduces custom tree blocks. That is a task that would eventually become unmanageable in scope. Both the vanilla game and other mods feature trees made of special blocks that Eco Machina doesn't convert, and unfortunately, these "Small" variants fall into that category.

I realize this isn't a satisfying answer, but I likely won't be offering a solution for this in the foreseeable future, as other features currently have much higher priority. Foremost among them are the performance and general architecture I'm currently working on, as well as special blocks—like beehives inside wood blocks or hollowed-out logs—that I want to support.

I am considering how to solve this specific issue, but I can't yet say if or when I'll tackle it.

Stern, Jul 8th at 9:13 PM

Amazing mod, but there is most certainly a significant performance impact. Not sure how you mod internals work, but the chunk remeshing has been tested to make chunk rendering 89.3% slower extremely consistently (t test value of 49.95 with df of 6, between two sets: with the mod installed and not). Not sure if this is a fundamental issue with the game engine or if there are some optimisations your mod can have to mitigate the issue.

thesecretdemo, Jul 8th at 6:13 PM

the mod is causing a massive memory leak that uses all of my ram and makes the game unplayable with lower fps and massive lag spikes is there a way to fix it or do I have to wait for a patch?

SevenD , Jul 11th at 6:23 PM
@thesecretdemo: the mod is causing a massive memory leak that uses all of my ram and makes the game unplayable with lower fps and massive lag spikes is there a way to fix it or do I have to wait for a patch?

I am currently working on exactly these issues.
Hopefully, the next update will have resolved them all as effectively as possible.
I assume these problems occur mainly in areas with very dense forests and large trees?

GeneralLapDragon, Jul 8th at 12:05 AM

Love this mod so much! Goes great with the Conquest texturepack, too.

SevenD , Jul 8th at 2:35 PM
@GeneralLapDragon: Love this mod so much! Goes great with the Conquest texturepack, too.

Ah, that’s good to hear.
I hadn't actually tested that yet. I definitely need to do that, because I'm curious to see what it looks like.

Deathscreton, Jul 6th at 3:35 AM

Hello! I ran into an incompatibility with Primitive Survival:

Whenever a tree has a hollow block which allows items to be pulled from it, it doesn't convert to a slim/tapered trunk, instead, keeping the vanilla block style. 

Thank you for the mod!

SevenD , Jul 6th at 7:40 AM
@Deathscreton: Hello! I ran into an incompatibility with Primitive Survival: Whenever a tree has a hollow block which allows items to be pulled from it, it doesn't convert to a slim/tapered trunk, instead, keeping the vanilla block style. Thank you for the mod!

This is a known issue and is already on my feature list. The Primitive Survival blocks are integrated into the trees, but my mod does not recognize or convert them as part of the tree itself. Consequently, the growth paths do not continue correctly, and the tree renders improperly.
I will address this issue once I have finished working on the performance problems and the new architecture.

DrMilkCow, Jul 4th at 9:26 PM

I am getting crazy freezes with this mod. Getting ticks for the VanillaTreeAutoClaimServerSystem that lasts up to 4.8 seconds (4800 ms). It is odd since the world I am playing has always had the mod enabled, so there should be no trees to claim. I see a performance update is in the works, so I wanted to let you know this may be a possible issue to look into. For now, I will try to disable the auto claim and see what happens.

DrMilkCow, Jul 4th at 10:00 PM (modified Jul 4th at 10:08 PM)
@DrMilkCow: I am getting crazy freezes with this mod. Getting ticks for the VanillaTreeAutoClaimServerSystem that lasts up to 4.8 seconds (4800 ms). It is odd since the world I am playing has always had the mod enabled, so there should be no trees to claim. I see a p

Additionally, this mod seems to be extremely RAM hungry (like, unnaturally hungry.) Without the mod my game uses around 15gbs of ram (local game). With the mod my game uses 28-32gbs of ram (local game). There is no way that is needed to do what this mod achieves, right?

SevenD , Jul 6th at 7:38 AM
@DrMilkCow: Additionally, this mod seems to be extremely RAM hungry (like, unnaturally hungry.) Without the mod my game uses around 15gbs of ram (local game). With the mod my game uses 28-32gbs of ram (local game). There is no way that is needed to do what this mod a

I assume these problems occur primarily in very dense forests (redwoods, kapok, etc.)? Unfortunately, this is a very annoying issue that I am currently working on. When trees of the same type stand very close together and their wood blocks touch, they merge to form clusters. You notice this, for example, when trying to chop down such trees in vanilla gameplay. Breaking up these clusters and separating them back into individual trees can be very resource-intensive (depending on the cluster size) and consequently consume a lot of RAM.
I am currently working on a solution to address this specific problem and hope to get it under control.

DrMilkCow, Jul 6th at 11:18 PM (modified Jul 7th at 1:18 AM)
@SevenD: I assume these problems occur primarily in very dense forests (redwoods, kapok, etc.)? Unfortunately, this is a very annoying issue that I am currently working on. When trees of the same type stand very close together and their wood blocks touch, they mer

Glad to hear it is being worked on! So far my solution has been to limit the chunks the trees are modded in to the lowest amount and turning off the auto claim. Turning off auto claim fixed the freezes. Unfortunately, the ram issue was not fixed by the chunk limit (only delayed), but using process lasso's auto ram trimmer has made it nearly a non-issue.

Additionally, I see that you are using AI (hopefully not letting it do most of the heavy lifting). AI almost never creates efficient algorithms for even simple tasks (even models like fable fail to follow simple OOP principles).  As someone who is in college for CS, I recommend prowling through your methods to ensure that all of the dynamic memory is released when it isn't needed anymore. The way the memory usuage just ticks up over time likely means the program is not freeing it when it should. It is also important to remember that no matter how many dev journals, "architectural records", or "specifications" are made, a program will only be as good as it's weakest link (i.e. the ai's low quality code).

Other than these issues, I would say the mod is very good. You have a good approach with choosing to maintain vanilla tree systems rather than replace them and the art is perfect. I wish you luck in ironing out the more technical kinks.

SevenD , Jul 8th at 2:34 PM
@DrMilkCow: Glad to hear it is being worked on! So far my solution has been to limit the chunks the trees are modded in to the lowest amount and turning off the auto claim. Turning off auto claim fixed the freezes. Unfortunately, the ram issue was not fixed by the ch

Thank you very much for the tips.
They are indeed very helpful, and I have already addressed some of these points during the current development phase. I will take them into account and incorporate them into the ongoing development.

EthelVril, Jun 30th at 3:00 PM

Yeah it goes away if I disable the tree mods, for terrain mods I'm running watersheds, rivers and terra prety. Trees seem to generate fine, just wondering what was spamming this error.

EthelVril, Jun 29th at 9:03 PM

I am getting these errors spammed, any idea what could be causing it? I am running Eco Machina & Dedicious Trees.

Crash Report
29.6.2026 13:45:09 [Error] Exception: The given key '1-11-3' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
selatorAPI tessThreadTesselator) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 466
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate_Patch3(JsonTesselator this, TCTCache vars)
29.6.2026 13:45:09 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntityGeneric@511693/113/511818. Block will probably not be rendered as intended.
29.6.2026 13:45:09 [Error] Exception: The given key '1-11-3' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.BEBehaviorDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntityBehavior\BEBehaviorDisplay.cs:line 752
at Vintagestory.API.Common.BlockEntity.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 466
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate_Patch3(JsonTesselator this, TCTCache vars)
29.6.2026 13:45:09 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntityGeneric@511693/113/511818. Block will probably not be rendered as intended.
29.6.2026 13:45:09 [Error] Exception: The given key '1-11-3' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.BEBehaviorDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntityBehavior\BEBehaviorDisplay.cs:line 752
at Vintagestory.API.Common.BlockEntity.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 466
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate_Patch3(JsonTesselator this, TCTCache vars)
29.6.2026 13:45:14 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntityGeneric@511693/113/511818. Block will probably not be rendered as intended.
29.6.2026 13:45:14 [Error] Exception: The given key '1-11-3' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.BEBehaviorDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntityBehavior\BEBehaviorDisplay.cs:line 752
at Vintagestory.API.Common.BlockEntity.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 466
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate_Patch3(JsonTesselator this, TCTCache vars)
29.6.2026 13:45:14 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntityGeneric@511693/113/511818. Block will probably not be rendered as intended.
29.6.2026 13:45:14 [Error] Exception: The given key '1-11-3' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Vintagestory.GameContent.BEBehaviorDisplay.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VSSurvivalMod\BlockEntityBehavior\BEBehaviorDisplay.cs:line 752
at Vintagestory.API.Common.BlockEntity.OnTesselation(ITerrainMeshPool mesher, ITesselatorAPI tessThreadTesselator) in VintagestoryApi\Common\Collectible\Block\BlockEntity.cs:line 466
at Vintagestory.Client.NoObf.JsonTesselator.Tesselate_Patch3(JsonTesselator this, TCTCache vars)
29.6.2026 13:45:14 [Error] Exception thrown during OnTesselation() of block entity Vintagestory.GameContent.BlockEntityGeneric@511693/113/511818. Block will probably not be rendered as intended.
29.6.2026 13:45:14 [Error] Exception: The given key '1-11-3' was not present in the dictionary.
SevenD , Jun 30th at 7:59 AM
@EthelVril: I am getting these errors spammed, any idea what could be causing it? I am running Eco Machina & Dedicious Trees. Crash Report 29.6.2026 13:45:09 [Error] Exception: The given key '1-11-3' was not present in the dictionary. at System.Collections.Generic.Di

I haven't seen errors like that before.
It looks like a terrain issue to me, too, judging by the "ITerrainMeshPool mesher" reference.
What other mods are you running?
Does the error only occur when both tree mods are active?

Midden, Jun 28th at 3:51 PM

Honest review: AI written code typically gives the simplest, least efficient solution. This mod is just that.

Super heavy on clients and causes significant lag in a portion of my serverbase. Tried to make it work for about a month, but the code is likely too bulky/spaghetti for anything but the strongest PCs.

Uninstalled, and won't be returning.

SevenD , Jun 29th at 3:34 AM
@Midden: Honest review: AI written code typically gives the simplest, least efficient solution. This mod is just that. Super heavy on clients and causes significant lag in a portion of my serverbase. Tried to make it work for about a month, but the code is likely
Spoiler

An update addressing all performance issues is coming soon.

- Switch to a purely client-side approach; servers are no longer an issue.
- Complete architectural overhaul for tree detection, tree separation, and the build process.
- Performance boost across the board.
- Streamlined code and a significantly improved, more efficient pipeline.
- Thanks to all these optimizations, there are tons of bug fixes regarding growth path generation, resulting in much more reliable tree conversion.

Pretty much all the errors you mentioned stem from the architecture and design. And that, in turn, is my doing, because I designed that architecture and overcomplicated it. I’ve fixed that over the last four weeks—a huge amount of intellectual effort went into it, and I’m very proud of the result. If you’ve made an irrevocable decision without giving the developer a chance to improve the work, then so be it.

Still, I think it’s better not to pass judgment too hastily without knowing the background and the work involved.

EthelVril, Jul 4th at 1:50 AM
@Midden: Honest review: AI written code typically gives the simplest, least efficient solution. This mod is just that. Super heavy on clients and causes significant lag in a portion of my serverbase. Tried to make it work for about a month, but the code is likely

Removing this mod from my server which was microstuttering constantly, caused 12gb server ram usage to go down to 4-5gb. I love the look of this mod, but until it is optimized I can't use it for multiplayer.

silverknyaz, Jul 6th at 9:30 AM
@Midden: Honest review: AI written code typically gives the simplest, least efficient solution. This mod is just that. Super heavy on clients and causes significant lag in a portion of my serverbase. Tried to make it work for about a month, but the code is likely

this seems like an unnecessarily harsh response, doubly so given the author has since posted a thoughtful response.

i think it would do well to exercise some thoughtfulness. it's a mod, produced by a person as a hobby, not a product you paid for.

Raskol, Jun 27th at 8:05 PM

this doesnt mix well with Immersive Mining but that is because the block you mine turns into a non vanilla wood block. this is not a criticism of this or that mod, it just isnt compatible at the core, but i think a bandaid solution would be for this mod to not change the visual of the bottom tree block, maybe bottom two if there are players who like to leave stumps. maybe this is feasable. also doesnt mix with Salty's Falling Trees for the same reason, but i dont think that is something that could be made compatible. i will continue to play with all 3, these trees look way too good scenery wise and the realism of the other 2 are also too good to pass up. unreleated but this game and modding community has quickly become my favorites these past few months of playing, appreciate you peeps

nomad_delta, Jun 28th at 1:09 AM
@Raskol: this doesnt mix well with Immersive Mining but that is because the block you mine turns into a non vanilla wood block. this is not a criticism of this or that mod, it just isnt compatible at the core, but i think a bandaid solution would be for this mod t

Salty's already made a compatibility patch for EcoMachina+FallingTrees! https://mods.vintagestory.at/fallingecomachina

Plus I saw in the comments over at ImmersiveMining that they're planning compatibility for EcoMachina in a future patch mod as well.  Exciting stuff.

dedgrant, Jun 25th at 8:28 PM

Getting some error spam on the client with latest version on existing 1.22.3 world:

25.6.2026 13:26:24 [Client Error] Missing mapping for texture code #resin during shape tesselation of block game:log-resinharvested-pine-ud using shape game:block/wood/log/noresin1, or one of its alternates

dedgrant, Jun 25th at 8:17 PM

Wow the HPD algorithm is really fascinating!

SevenD , Jun 26th at 11:15 AM
@dedgrant: Wow the HPD algorithm is really fascinating!

Thanks :)
Combined with the Pipe technology, it really does a great job. I'm very happy with it.

dedgrant, Jun 27th at 1:16 AM
@SevenD: Thanks :)Combined with the Pipe technology, it really does a great job. I'm very happy with it.

It's very clever. Truly down the facination rabbit hole with this approach :)

MarioKartos, Jun 24th at 6:42 PM

Hi, love the mod! Have it on a server I am playing on but in super dense forests my old laptop struggles. I tried turning off 'Render World Tapered Meshes' with the F9 key but I got the message that creative mode is required to change this - is this a default restriction?
And if it is not, would me turning off the rendering affect anyone else? Or is it safe to turn off for one player?

SevenD , Jun 26th at 11:12 AM (modified Jun 26th at 11:12 AM)
@MarioKartos: Hi, love the mod! Have it on a server I am playing on but in super dense forests my old laptop struggles. I tried turning off 'Render World Tapered Meshes' with the F9 key but I got the message that creative mode is required to change this - is this a def

That’s strange. It really ought to work in both modes. I’ll take a look at it.
Turning it off only affects the individual player.

LucyStrikes, Jun 24th at 2:59 AM

Love this mod, will cause low fps during spring if lots of trees around.

SevenD , Jun 24th at 6:21 AM
@LucyStrikes: Love this mod, will cause low fps during spring if lots of trees around.

I'm currently working on a new architecture and performance optimizations.

Panaqolus, Jun 23rd at 7:59 PM

How well does this work with other modded trees?

SevenD , Jun 24th at 6:20 AM
@Panaqolus: How well does this work with other modded trees?

As long as the modded trees are generated with VS's own treegen, the mod is compatible.
Custom trees and generators are not supported.

ThirtySix, Jun 23rd at 1:24 AM

question
exactly how much of an impact does this mod have on ram usage if it has any at all?

SevenD , Jun 24th at 7:06 AM
@ThirtySix: questionexactly how much of an impact does this mod have on ram usage if it has any at all?

I'm currently working on a new architecture and performance optimizations.
In the upcoming version, the mod runs almost completely render-only on the client. The additional RAM requirement arises on your own computer, not on the server - and it depends primarily on your visibility and the tree density in the region. For each visible tree, the mod keeps a customized "tapered" mesh as well as some management information (detected trees, separation data) in memory. In dense forests with large rendering distances, the additional consumption is more noticeable than in a barren area, but remains within the limits of normal render mods. There is hardly any additional RAM required on a server because the mod no longer permanently stores its own tree state there.

ThirtySix, Jun 24th at 11:07 PM
@SevenD: I'm currently working on a new architecture and performance optimizations.In the upcoming version, the mod runs almost completely render-only on the client. The additional RAM requirement arises on your own computer, not on the server - and it depends pri

was curious as after a while ive noticed my game upon loading into a world start at damn near 75% ram usage and my ram is 32gb and all i could think was i got the mod rather recently, other than that all i can think is its likely aculinary artillery or EF

SevenD , Jun 26th at 11:14 AM
@ThirtySix: was curious as after a while ive noticed my game upon loading into a world start at damn near 75% ram usage and my ram is 32gb and all i could think was i got the mod rather recently, other than that all i can think is its likely aculinary artillery or EF

I am currently working on several performance optimizations and bug fixes, and I seem to have figured out the reason for this. I am trying to narrow down the bug further.

Mohandar, Jun 22nd at 10:38 AM (modified Jun 22nd at 1:03 PM)

Nice work overall, you wont have my critique since nobody in 10 years ever made something like this for the trees despite many people asked for it multiple times...
But if we want to improve the thing further, the leaves still look like cubes, because the mod basically just change the rendering of the "existing branches" I guess (?)
The effort may be substantial but if we end up having some more natural looking trees would be huge, kinda like TFC+ (a minecraft mod) 
or the Dynamic trees.
The best goal would be to have something like those pretty conquest reforged custom models, but I know it's asking too much in that case haha

any chance for a compatibility with Under Tangled Boughs btw?

SevenD , Jun 26th at 11:11 AM
@Mohandar: lol bro, why you'd respond to everyone except me? 😆SevenD
Spoiler

My apologies. With 400 comments plus Discord and Reddit, one can easily slip through the cracks.

Regarding your question:
I won't be touching the leaves for now; that was never the plan. The leaves look fine to me and don't necessarily need changing. Incidentally, neither Dynamic Trees nor TFC+ modify them either—I took a close look at those mods before I started my own work.

I did look at the Conquest Reforged custom models, of course. But they are exactly what the name implies: custom. They are hand-built, individually designed models. Yet, to my knowledge, even they use the standard leaves.

Naturally, I’m trying to get as close to that kind of result as possible. But you have to keep in mind that I’m developing a mod designed to be applied to any VS world, modifying the visual appearance of existing trees rather than replacing them entirely. That’s the only way to ensure the mod works with existing worlds. That’s a key goal of mine, and many users really appreciate that feature.
Consequently, everything in the mod has to be based on how standard trees are generated; only that information is used to create the modified look.

Long story short: I’m trying to make the trees look as good as possible, but there are unfortunately certain limitations. As for the leaves—I might take a look at them eventually, but I can't promise anything yet. Other things have higher priority right now.

Mohandar, Jun 29th at 12:00 AM
@SevenD: Spoiler My apologies. With 400 comments plus Discord and Reddit, one can easily slip through the cracks. Regarding your question:I won't be touching the leaves for now; that was never the plan. The leaves look fine to me and don't necessarily need changin

SevenD thanks alot for the answer!
I have to admit that wasn't aware that those 2 mods didn't touch the leaves at all, they seems natural tho, less cubic, dunno how to explain the feeling to be fair...
maybe you got it tho
btw, what do you think about the part regarding Under Tangled Boughs ?
I guess your reply would be "that's not on my end sadly" xD which is true I guess...
still, did you ever think about a stump "mechanic" for your trees? something similiar to Valheim, medieval engineers or other survival of that type

SevenD , Jun 29th at 3:50 AM
@Mohandar: SevenD thanks alot for the answer!I have to admit that wasn't aware that those 2 mods didn't touch the leaves at all, they seems natural tho, less cubic, dunno how to explain the feeling to be fair...maybe you got it thobtw, what do you think about the pa

A complete root system for the trees is currently being planned, and initial concepts and designs already exist. However, this will go beyond mere tree stumps and will not support the stumps from the "Under Tangled Boughs" mod. The root system will be optional, though, so you can continue using the "Under Tangled Boughs" stumps.

Mohandar, Jun 29th at 12:00 AM (modified Jun 29th at 12:02 AM)
@SevenD: Spoiler My apologies. With 400 comments plus Discord and Reddit, one can easily slip through the cracks. Regarding your question:I won't be touching the leaves for now; that was never the plan. The leaves look fine to me and don't necessarily need changin

SevenD thanks alot for the answer!
I have to admit that I wasn't aware about the fact that those 2 mods didn't touch the leaves at all, they seems natural tho, less cubic, dunno how to explain the feeling to be fair...
maybe you got it tho
btw, what do you think about the part regarding Under Tangled Boughs mod?
I guess your reply would be "that's not on my end sadly" xD which is true I guess...
still, did you ever think about a stump "mechanic" for your trees? something similiar to Valheim, medieval engineers or other survivals of that type

crunkfucker, Jun 20th at 12:42 AM

what does the eco machina staff do

SevenD , Jun 20th at 6:33 AM
@crunkfucker: what does the eco machina staff do

It is just a development tool I use for debugging the trees.
It serves no function in the release version and I will remove it for the next release.

Veelol, Jun 19th at 8:22 PM

F9 not opening a menu in game? Is it a mod conflict maybe. Can it be rebound?

Sniffr0st, Jun 18th at 7:39 AM

First things first, thank you for making probably my favorite VS mod!

I came to get some advice, my server-main log is completely spammed (counting over 1300) with logs like these:

Warning log
18.6.2026 09:28:57 [Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-lightaged-y-0.5625-dx-1_dy0_dz1



I'm on 1.22.3 and have quite a heavy modpack. The Eco Machina works fine so I don't think there's an actual issue with the mod, but maybe somebody encountered this already?

Modpack
walkingstick, awearablelight, betterfirepitv122fix, catchledge, chargedjump, cbr, crawlanddive, creaturefootsteps, darcesdriftersredone, darkvision, deciduoustrees, earthfed, elkaccessories, fallingtree, fastpackeddirtpaths, floralzonescaperegion, floralzonescaribbeanregion, floralzonescentralaustralianregion, floralzoneseastasiaticregion, floralzonesmediterraneanregion, floralzonesneozeylandicregion, caninae, capreolinae, casuariidae, spheniscidae, freeformclay, freelook, frontiersmap, hydrateordiedrate, immersivefoliage, immersivemininganimguard, immersivemining, jsonpatcheslib, kilnshelves, lakulsenhancedvanillatrees, linenblocks, millwright, mistsofstability, nosurfacemonsters, overhaulliblegacycompat, overhaullib, plainwallpapers, plainsandvalleys, plumpkins, primitivesurvival, prospecttogether, racialequality, rockstratavariety, ruggedrugs, shelfobsessed, shelvabletools, slowwalkmod, spinningwheel, sprintmomentum, sungaze, tankardsandgoblets, temporalsreformed, terratag, toneddownpredatorsfork, vaultandroll, vintagemapicons, game, vsimgui, wallpaperblocks, aculinaryartillery, alchemy, allclasses, animalcages, animaltrader, animationslib, apeflowerpots, apegrapes, apelanterns, arrowbarrels, attributerenderinglibrary, bearsshiftyearth, bedspawnv2, betterloot, betterruins, bettertraders, bdflower, biodiversity, bleedingindepth, bloodtrail, booktraderforked, butchering, carryon, claypress, climbmountain, clothierheirloomsmod, commonlibforked, configlib, critchersgrapplehook, extrafurniture, extrashelves, feverstonewilds, firearmsfork, firepitsheatovens, fishtrader, floralzonesxskillsforestrycompat, florishingfungus, foodshelves, footprints, fromgoldencombs, goodhunting, gourmand, groupui, hanfu, hangingbaskets, herbarium, horpatches, immersivewoodworking, jaunt, jopainting, joyofsailing, justanarrowheadmold, knitting, kscartographytable, mnflowers, materialneeds, metalpots, naturalfertilizer, ndltreegrowth, nobackwardssprinting, nzpatch, simplewinddirectionpelagus, pemmican, petai, pipeleaf, placeonslabs, playercorpseforkedazu, playermodellib, postsandbeams, realistictemperatures, realsmoke, regalia, rivers, seamlessrapids, shipwright, simplestarvation, someusefulstuff, stabilityabove, stonebakeoven, stringsense, toolsmith, tungsten, vigor, vintagechestsandtrunks, vintsbottlesncups, visibleoresandminerals, visorhelmetsfork, vsairshipmod, creative, vsecomachina, vsroofing, survival, watersheds, windchimes, xlibfork, bdcrop, bdherb, bdorchard, bdshrub, bdtree, butcheringcompatpatch, cats, combatoverhaulfork, comfybeds, crossbowsfork, elkjaunt, expandedfoods, fallingecomachina, feverstonewildsbutcheringcompatfork, fueledwearablelightsfork, glassmakingfork, lupines, quiversfork, revolverarquebusfork, shearlib, storagetweaks, tailorsdelight, terrainslabs, theyespml, wolftaming, xskillsfork, zrustdrops, armoryfork, bonearrowtweak, combatreanimatedfork, efchefstricks, efmealsmodule, industrialstory, morearrowsfork, wool, xskillsgilded, regaliawoolpatch
SevenD , Jun 19th at 1:18 PM
@Sniffr0st: First things first, thank you for making probably my favorite VS mod!I came to get some advice, my server-main log is completely spammed (counting over 1300) with logs like these: Warning log 18.6.2026 09:28:57 [Warning] Failed resolving a blocks block dr

Thank you very much. I'm glad you like the mod so much :)

Regarding the log spam: Thanks for the report. I've already fixed that error, and it won't appear in the next version.

Sniffr0st, Jun 19th at 7:08 PM
@SevenD: Thank you very much. I'm glad you like the mod so much :) Regarding the log spam: Thanks for the report. I've already fixed that error, and it won't appear in the next version.

Oh that's awesome! Care sharing what was the issue? Some other mods are also logging this type of message, so maybe the other authors might find it useful :)

l33tmaan, Jun 20th at 5:22 AM
@Sniffr0st: Oh that's awesome! Care sharing what was the issue? Some other mods are also logging this type of message, so maybe the other authors might find it useful :)

Light aged wood is from Material Needs, I'm 90% sure. This mod just probably didn't account for them.

Wadan, Jun 17th at 5:12 AM

I've been loving the mod and honestly couldn't go back to not using it.
One minor bug though; I'm using the dynamic growth option, and the trees that I plant never seem to be rendered via Eco Machina.

All the native tree render correctly, but never any that are planted and grow.

SevenD , Jun 19th at 1:19 PM (modified Jun 19th at 1:19 PM)
@Wadan: I've been loving the mod and honestly couldn't go back to not using it.One minor bug though; I'm using the dynamic growth option, and the trees that I plant never seem to be rendered via Eco Machina. All the native tree render correctly, but never any tha

Thank you for the feedback.
I'm glad to hear that.

The dynamic growth option is still experimental and, unfortunately, does not work in the current version.
While dynamic growth won't be functional in the next version either, planted trees will once again be rendered in the Eco Machina style.

Venah, Jun 17th at 4:51 AM
Crash Report

Hi Svend, thanks for Eco Machina, the tapered trunks and connectors look great. Hit a reproducible hard client crash in 0.6.1 on Vintage Story 1.22.3 (Windows, .NET) and traced it to the branch color tinting feature.

Symptom: the client crashes to desktop while loading into a world. Right before the crash, the log shows the tinting code failing to insert a runtime texture for a vanilla honeylocust:

[Warning] BranchColorTinting: atlas insert failed for game:honeylocust variant 6: Object reference not set to an instance of an object.

Then the client dies on the next runtime atlas upload:

System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Vintagestory.Client.NoObf.TextureAtlasManager.RegenMipMaps(Int32 atlasNumber) ...TextureAtlasManager.cs:line 422
at Vintagestory.Client.NoObf.TextureAtlasManager.<>c__DisplayClass58_0.<RuntimeUploadTextureToPos>b__1() ...TextureAtlasManager.cs:line 374

Likely cause: the atlas insert for honeylocust variant 6 throws a NullReferenceException and returns without a valid atlas page, but the texture still gets queued for a runtime upload. When RuntimeUploadTextureToPos later calls RegenMipMaps(atlasNumber), atlasNumber points past the end of the atlas list, so it crashes. The NullRef on that one variant looks like the real trigger, with the index-out-of-range being downstream fallout from the half-completed insert. A null guard around the insert (skip tinting that variant rather than proceeding) would likely turn a crash into a cosmetic skip.

Repro context: large modpack (~148 mods), happens at runtime when the honeylocust scrolls into view during world load, both on a dedicated server connect and presumably single player. Only honeylocust variant 6 is named in the warning; the other variants insert fine.

Workaround for anyone else hitting this: set EnableBranchColorTinting: false in assets/vsecomachina/config/ecomachina.json. The rest of the mod (tapered trunks, connectors, foliage stubs) keeps working, you only lose the branch tinting.

Happy to send full client/server logs or test a fix if useful.

SevenD , Jun 19th at 1:22 PM
@Venah: Crash Report Hi Svend, thanks for Eco Machina, the tapered trunks and connectors look great. Hit a reproducible hard client crash in 0.6.1 on Vintage Story 1.22.3 (Windows, .NET) and traced it to the branch color tinting feature. Symptom: the client crash

Thanks for the bug report.
I haven't encountered this issue before. I'd be happy to try and figure out the cause.
The logs and a mod list would certainly help.
I strongly suspect this is an issue with one of your mods, as it doesn't seem to have happened to anyone else so far.

BugleMama64, Jun 12th at 10:34 PM

dunno how fixable this would be, but ive found a bug with ndltreegrowth. it seems like for redwoods at least, some of the branches arent recognized by the mods rendering.

BugleMama64, Jun 19th at 6:33 PM
@SevenD: The problem is known and has since been resolved; it is unlikely to recur in the next version.

yoooo, thank you sevend!! awesome fix

p.s. your mod is to die for <3

Bannta, Jun 12th at 1:20 AM (modified Jun 12th at 1:25 AM)

Love the mod. Next time you update, add a modicon.png to the root folder

Other than that, tree holes(i believe that is from Primitive Survival - I disable it in my config), and odd mushrooms spawning in the branches(i would extend trees with a mushroom growth one more block higher)

Hiran, Jun 11th at 7:54 PM

image

Bannta, Jun 12th at 1:19 AM
@Hiran:

Damn ... this is why Amazon canceled the next Stargate series...figures

Apuru, Jun 11th at 6:49 PM

I've been looking forward to a mod like this, and so far this one is doing great! Besides obvious issues (gaps in the models is one that comes to mind), I wonder if it would be possible to fix the texture stretching/reshaping? Having the textures stick to the game's default scaling would make them look so much better. Thank you, and I look forward to any future updates!

Kew, Jun 10th at 7:42 PM (modified Jun 11th at 4:30 AM)

I really like this mod, and I've recently installed the addon that make most trees shed their leaves in the winter too.
Both are pretty much a must-have for me already.

Unfortunately I've also just managed to track this mod down as the culprit for some "small" lag spikes I get when walking around specific areas of my base.

The picture below shows the spike I get when I approach my house,
which locks up the game for a couple of seconds, then it clears and everything goes back to normal.
If I walk a couple of blocks away and back again, the spike repeats.
It's pretty difficult to play with these freeze when I walk around my base.

I'm guessing I'm loading some trees in the distance.
I've tried adjusting the render distance, but it doesn't appear to have much of an effect.

I have DanaTweaks installed, which has resulted in some very dense groves of trees having sprouted around my base,
that could also have something to do with it.

I plan to test if the new rendering introduced in 0.6.0 relates to these spikes.

Additionally I need to test if felling all the groves clears the spikes.

But before then, I want to ask if I can provide any log or profiling to help with my issue, or development/optimization of the mod.

Many thanks!

image

EDIT: It's not related to 0.6.0, nor Deciduous Trees.
But I also think it's understandable it's understandable if my dense chunks of trees cause performance issues with this mod.

SevenD , Jun 11th at 1:32 PM
@Kew: I really like this mod, and I've recently installed the addon that make most trees shed their leaves in the winter too.Both are pretty much a must-have for me already. Unfortunately I've also just managed to track this mod down as the culprit for some "sm

Thanks for the report.

Yes, this is an annoying issue I’m currently working on.
The lag usually occurs when switching chunks and the mod reloads the tree data.

It happens most frequently with trees whose crowns merge—where wood blocks touch in mid-air, creating large clusters of connected blocks that the mod struggles to process. This is particularly noticeable with redwoods. I’m currently dealing with an extreme case in a kapok forest where this is a major issue.

I’m working on a solution to fix these problems and improve overall performance. However, it’s a complex task that will likely take some time. I ask for your patience, as I have a lot on my plate right now, and this overhaul requires a significant amount of time and a rethinking of the approach.

Kew, Jun 11th at 3:03 PM
@SevenD: Thanks for the report. Yes, this is an annoying issue I’m currently working on.The lag usually occurs when switching chunks and the mod reloads the tree data. It happens most frequently with trees whose crowns merge—where wood blocks touch in mid-air, cre

Please only work on the mod to the extent that you have time and enjoyment to do so, you are under no obligation to give us anything.
I am immensely appriciate that both Eco Machina and Deciduous Trees are safe to add and remove on an existing save.

Thanks again for an otherwise awesome mod!
Cheers!

MrFastZombie, Jun 9th at 5:35 AM (modified Jun 9th at 5:43 AM)

Had some weird behavior with the Saxaul tree from Wildcraft. It looked better after reloading the save, but another one started showing similar issues. Image in the spoiler below:

Saxaul from Wildcraft: Trees & Shrubs
image

Also, some Yew trees from Wildcraft I grew looked weird. Photos in this imgur album: https://imgur.com/a/foEpUcU

 

I didn't look at all of its trees, but I did plant at least one of all the evergreen trees from wildcraft so I could configure the deciduous leaves mod and all the others looked fine.

SevenD , Jun 9th at 8:34 PM
@MrFastZombie: Had some weird behavior with the Saxaul tree from Wildcraft. It looked better after reloading the save, but another one started showing similar issues. Image in the spoiler below: Saxaul from Wildcraft: Trees & Shrubs Also, some Yew trees from Wildcraft I

Hm, that’s really interesting.
Some of these errors make sense to me and should certainly be easy to fix. Others I haven't even seen before. I hope this doesn't happen too often, as I'm currently working on major issues and an architectural overhaul, and I won't be able to address cases like this until that's done.
But I will definitely look into it.

Exmortis, Jun 9th at 1:17 AM (modified Jun 9th at 1:20 AM)

Hello!

I am developing a mod called Logging Expanded.
It can be found on the Discord, as it's not released yet

It primarily effects trees via the BreakBlock event, using preventDefault from allowing vanilla code to fire after you break a tree block with an axe, and inserting my own code.
It uses treewalk() to read the tree size, tracking vanilla block names to determine what drops.

Does your mode do anything around this event, or change anything with vanilla blocks? If not, I believe my mod should be completely compatible with yours, which makes me pretty happy cause this mod was one of the inspirations to make mine!

SevenD , Jun 9th at 8:31 PM
@Exmortis: Hello!I am developing a mod called Logging Expanded.It can be found on the Discord, as it's not released yetIt primarily effects trees via the BreakBlock event, using preventDefault from allowing vanilla code to fire after you break a tree block with an a

No, it doesn't interfere with this event.
However, when placing your blocks, you should ensure that the player who placed them is flagged. My mod converts all grown log blocks into tapered meshes; placed blocks are ignored.
That should actually work well together.

Exmortis, Jun 10th at 12:29 AM
@SevenD: No, it doesn't interfere with this event.However, when placing your blocks, you should ensure that the player who placed them is flagged. My mod converts all grown log blocks into tapered meshes; placed blocks are ignored.That should actually work well to

My blocks aren't tagged as grown log blocks, they're a seperate block and shouldn't interfere.
I'm getting close to a release so will double check it works and confirm.

Thanks for your time!

Cryoflair, Jun 7th at 6:29 PM

Are there plans for burls and hollows? I think they'd look nice. Also looking forward to roots.

SevenD , Jun 8th at 7:13 AM
@Cryoflair: Are there plans for burls and hollows? I think they'd look nice. Also looking forward to roots.

You mean compatibility with the mod?
That was Primitive Survival, right?
Yes, I want to include that.

SevenD , Jun 8th at 9:07 PM
@Calbain: It's in 'Under Tangled Boughs' now.

Ah, okay. Thanks for the info.

MrFastZombie, Jun 9th at 5:24 AM (modified Jun 9th at 5:39 AM)
@SevenD: Ah, okay. Thanks for the info.

Primitive Survival still has its own tree hollows too. UTB has its own plus the aforementioned burls (but isn't updated to 1.22 yet), and there is also NDL TreeHollows.

SevenD , Jun 9th at 8:32 PM
@MrFastZombie: Primitive Survival still has its own tree hollows too. UTB has its own plus the aforementioned burls (but isn't updated to 1.22 yet), and there is also NDL TreeHollows.

I will develop a solution that correctly integrates all variants of wood blocks inserted into trees.
That will resolve the issue for all mods that do this, all at once.

Tritan20, Jun 7th at 4:40 PM

Hey! Remember my old comment about trees losing leaves? I just released a mod that heavily utilizes Eco Machina to produce leafless trees during the winter!


I would be honored if you could check it out. 
https://mods.vintagestory.at/deciduoustrees

SevenD , Jun 8th at 7:12 AM
@Tritan20: Hey! Remember my old comment about trees losing leaves? I just released a mod that heavily utilizes Eco Machina to produce leafless trees during the winter!I would be honored if you could check it out. https://mods.vintagestory.at/deciduoustrees

Yeah, users on Discord have already pointed that out to me. Very cool! I’ll definitely check it out.

I still plan to integrate the feature into the mod. Would you be interested in collaborating on it?

BenDunno, Jun 7th at 12:03 PM

I think I've just found a bug!

The mod works on Fancy Aged Carved Acacia Logs, turning what would normally be a cool totem pole into a spindly little twig.


image

SevenD , Jun 8th at 7:10 AM (modified Jun 8th at 7:10 AM)
@BenDunno: I think I've just found a bug!The mod works on Fancy Aged Carved Acacia Logs, turning what would normally be a cool totem pole into a spindly little twig.

That shouldn't happen anymore - at least not since the last update.
I made sure that player-placed blocks aren't recognized as trees, so they should be protected from conversion.
Which version of Eco Machina are you running?

Chadarian, Jun 5th at 12:07 AM

I gotta agree that the redwood forests tank my performance extra bad.
With the mod enabled i got around 70 fps away from it. entering a redwood forest it went down to 40-50s.
with this mod turned off i went up to 120.

I do lovethis mod though!

GodfreyLettuce, Jun 3rd at 11:34 PM

redwood forests seem to tank my framerate if there are too many trees

SevenD , Jun 5th at 4:47 AM
@GodfreyLettuce: redwood forests seem to tank my framerate if there are too many trees

The problem is known, and I am currently working on a major architectural overhaul to improve performance.

ThePickleDragoon, Jun 3rd at 8:27 PM

is there any chance u could make a 1.21.6 version in the future?

SevenD , Jun 5th at 4:46 AM
@ThePickleDragoon: is there any chance u could make a 1.21.6 version in the future?

Unfortunately, no.
I use features from version 1.22 that the mod wouldn't run without.
The mod's development is focused on moving forward, not backward.

whateverever, Jun 3rd at 6:39 PM

Just want to thank you for this mod! It's been such a joy to have in my game. 

Shinji170981, Jun 1st at 10:46 AM

A small request, if it is possible.
The Primitive Survival mod has "Tree holes" but they look out of place with your mod. Do you think, you could implement them a bit more seamless. It would help immersion tremedously :)
Thanks a lot in advance :)

Tritan20, May 31st at 2:37 PM

This mod is so peak, and the commitment to compatibility is admirable. My dream of having bare branches without leaves in winter is one step closer to becoming reality.

Alex_Greyfrost, May 30th at 11:46 PM

I want to mention that when disabling and even removing this mod from my server, it still loads a ton of vsecomachina assets when first launching the server. This occurrs even when the cache folder is competely emptied out. Any comments on this?

SevenD , May 31st at 11:06 AM
@Alex_Greyfrost: I want to mention that when disabling and even removing this mod from my server, it still loads a ton of vsecomachina assets when first launching the server. This occurrs even when the cache folder is competely emptied out. Any comments on this?

The mod stores data regarding trees within the game world's save data so that, once scanned, this information can be retrieved more quickly later on. It is possible that this data may persist even after the mod is deleted, given that your game world remains intact.
Please test whether this data is also loaded in a brand-new game world. Feel free to send me the details as well, so I can take a closer look at the issue. I would be happy to add this to my list.

FrickinDip, May 30th at 8:12 PM

Thank you for making this mod! I tried this with trees from other mods and it works great with those too. The only issue I've had is that horizontal aged logs that are in a row that look like fallen trees render as actual trees I guess, and each log is thinned out in a verticle position sometimes. This isn't a big deal to me, but just wanted to let you know. I can provide a pic if needed.

SevenD , May 31st at 11:02 AM
@FrickinDip: Thank you for making this mod! I tried this with trees from other mods and it works great with those too. The only issue I've had is that horizontal aged logs that are in a row that look like fallen trees render as actual trees I guess, and each log is th

Hmm, I encountered that problem with Salty's Falling Trees mod, as well as with wood blocks placed by players. This was resolved in versions 0.6.0 and 0.6.1, as placed wood blocks are no longer interpreted as trees.
Which version are you using?
Or are you referring to other horizontal wood blocks? Feel free to send a screenshot and let me know which mod it is, if applicable.

MortalDutch, May 30th at 7:32 PM

Just wanted to thank you for how quickly you fixed the ServerDebug console spam issue, I've reinstalled the mod after the latest update and it's running much more smoothly now!

SevenD , May 31st at 11:00 AM
@MortalDutch: Just wanted to thank you for how quickly you fixed the ServerDebug console spam issue, I've reinstalled the mod after the latest update and it's running much more smoothly now!

No problem, you're welcome.
I'm glad to hear that it's working better now.
I'm currently working on further performance optimizations for the entire underlying architecture.
Once that's done, you should notice another significant jump in performance.

Gorefield_, May 30th at 10:27 AM

Hi, previously had problems with trees not rendering with your mod, just wanted you to know it's been fixed with your last release!

Also, don't know if it could be useful to you, but i always have a freeze when coming near forests that were previously not rendered by your mod. Nevertheless, once it's been rendered, i don't have these freeze anymore and i can freely go in and out of the forest.
Idk if it's a bug or just a consequence of adding your mod to an existing world, but i thought i'd tell you anyways, since it could maybe be linked to another issue.

SevenD , May 30th at 12:51 PM
@Gorefield_: Hi, previously had problems with trees not rendering with your mod, just wanted you to know it's been fixed with your last release! Also, don't know if it could be useful to you, but i always have a freeze when coming near forests that were previously not

I'm glad the latest update was able to resolve your first issue.

The second issue is a performance problem that I am currently working on; it relates to how the world is scanned for trees and how those trees are subsequently processed. The greater the number and complexity of the trees, the more significant the impact becomes. Once a tree has been registered, it loads much faster on subsequent visits. This explains why performance improves when you enter the area a second time.
This effect is particularly noticeable in worlds utilizing numerous additional tree mods.

I am currently developing a new solution for tree detection and hope that this will allow me to resolve the issue.

Kikiyami, May 30th at 6:12 AM

beautiful trees, love it so much, thank you!

Glascade, May 30th at 5:49 AM

Thanks for making this awesome mod! The only issues I found were performance tanking a lot in redwood forests and primitive survival hollow tree logs not being affected by the usual tapering. Diagonal tree trunks hovering above rivers look amazing thanks to this mod, best of luck with development!

SevenD , May 30th at 6:58 AM
@Glascade: Thanks for making this awesome mod! The only issues I found were performance tanking a lot in redwood forests and primitive survival hollow tree logs not being affected by the usual tapering. Diagonal tree trunks hovering above rivers look amazing thanks

Thank you so much.

I'm glad you like it. I'm currently working on the issues you mentioned and rebuilding the basic architecture responsible for scanning and converting the trees. If this works well, the next update should see a significant performance improvement.

 

Mod support for Primitive Survival Blocks is also already on my list.

Welic, May 30th at 5:28 AM

What modifications did you use for the world generation in the trailer?

Tyga, May 29th at 7:01 AM

Ive noticed that tree hollows from primitive survival are unnafected by the mod and so sometimes youll see a very skinny tree with a large normal log block in the middle with a tree hollow. Letting you know so you can add compatability there so we dont get funky trees lol. LOVE your mod so much regardless.

SevenD , May 29th at 8:14 AM
@Tyga: Ive noticed that tree hollows from primitive survival are unnafected by the mod and so sometimes youll see a very skinny tree with a large normal log block in the middle with a tree hollow. Letting you know so you can add compatability there so we dont ge

Thank you very much :)
The problem is known and I am working on a solution. Tree hollows are not recognized as tree blocks by the mod. That's why two trees are rendered instead of one tree for these blocks. One above and one below the tree hollow. I will register the tree hollows as valid tree blocks and then have to run them through the tapering pipeline. Then the problem should be solved.

mj_outlaw, May 28th at 5:57 PM

is there a way to disable or change f9 as my other mod use it?

SevenD , May 28th at 6:56 PM
@mj_outlaw: is there a way to disable or change f9 as my other mod use it?

Yes, that's no problem.
I'll come up with a new keyboard shortcut.

LunaGore, May 28th at 8:47 PM
@SevenD: Yes, that's no problem.I'll come up with a new keyboard shortcut.

You should be able to make it changeable within the Controls settings in case there's other mod incompatibilities.

OCB29, May 28th at 3:19 PM

Hello your mod is awesome , it really makes trees beautiful , but i have a request to make , if you can it would be very nice : just drop a few words about why an update . I find myself quite often downloading updates but nothing to tell you why there is one in the first place. Anyways , thanks in advance if you're willing to and even if you don't want , thanks for the time you take to share mod with us 

SevenD , May 28th at 4:00 PM
@OCB29: Hello your mod is awesome , it really makes trees beautiful , but i have a request to make , if you can it would be very nice : just drop a few words about why an update . I find myself quite often downloading updates but nothing to tell you why there is

I'm not exactly sure what you mean.
I write detailed changelogs for every update and post them not only here alongside the respective version, but also on Discord.

Here, for example, are the changelogs for version 0.6.0:
https://mods.vintagestory.at/edit/release?assetid=52837

OCB29, May 28th at 9:57 PM (modified May 28th at 10:01 PM)
@SevenD: I'm not exactly sure what you mean.I write detailed changelogs for every update and post them not only here alongside the respective version, but also on Discord. Here, for example, are the changelogs for version 0.6.0:https://mods.vintagestory.at/edit/re

oh i will have a look at discord , did not see there was one and i am unable to read what was linked : "403 - You do not have sufficient permissions to perform this action." so my best guess is to come check your discord :)

 

i'm stupid , did not see this 'show' in files tab , ahah my bad sorry ; and thanks for your answer

Kjeldar, May 28th at 2:56 PM

is it possible to rebind f9?

Noxide, May 28th at 11:17 AM

I love this mod and I'm looking forward to the development. I'm glad this stays close to vanilla but I'm curious if in the future will we be able to pass through the now very thin branches of trees? Like maybe not pass through quickly, maybe movement speed slows down as you walk through them to mimic walking through a bushy forest. I wouldn't know if thats possible for this mod but I couldn't help but ask. 

SevenD , May 28th at 11:32 AM
@Noxide: I love this mod and I'm looking forward to the development. I'm glad this stays close to vanilla but I'm curious if in the future will we be able to pass through the now very thin branches of trees? Like maybe not pass through quickly, maybe movement spee

That’s a great idea.
Currently, the vanilla blocks are simply given a visual makeover, but they continue to behave exactly like their vanilla counterparts. We could tie the ability to pass through them to the blocks' thickness level—so that, once they reach a certain thickness, it becomes possible to walk through them, albeit at a reduced speed. I’ll give that some thought. Thanks for the suggestion!

Humaney, May 28th at 11:04 AM (modified May 28th at 11:04 AM)

This mod's cool dude                makes trees look real          also doesn't break existing worlds

KittyofPathos, May 28th at 1:39 AM

Huge lag spikes in redwood forests

SevenD , May 28th at 10:02 AM
@KittyofPathos: Huge lag spikes in redwood forests

The problem is known.
I am working on a solution.

CmdtCousteau, May 27th at 8:22 PM

Hi !
First of all this mod is simply amazing. However we have a problem on our server, it looks like it's only Server sided. Therefore our players with low specs computers are having a really hard time playing the game and we can't disable the mod for only the players who don't want it/can't run the game with it.
Having the mod somehow run client side only would allow that kind of things, if it's possible. 

SevenD , May 27th at 10:02 PM
@CmdtCousteau: Hi !First of all this mod is simply amazing. However we have a problem on our server, it looks like it's only Server sided. Therefore our players with low specs computers are having a really hard time playing the game and we can't disable the mod for only

Hmm, that is indeed a problem.
The mod's architecture is intentionally designed for both server and client, allowing it to be used in multiplayer environments and run on servers.
The server-side component is responsible for scanning the trees and generating their data, while the client-side component handles the rendering for the users.
You have the option to disable the Tapered Mesh Renderer on the client side via the settings menu (by pressing F9).
See if that resolves your issue.
If not, please let me know—I'll then need to take a closer look at the problem myself.

SilverScorpion, May 28th at 3:42 AM
@SevenD: Hmm, that is indeed a problem.The mod's architecture is intentionally designed for both server and client, allowing it to be used in multiplayer environments and run on servers. The server-side component is responsible for scanning the trees and generatin

My group is running into a similar problem. Looking at the server log, it seems like it is largely related to how often the 'autoclaim' function is scanning for trees? Maybe? Looking at the performance monitor of one of my player's computer, their seems to be a spike that matches the timing on the server log. Not sure though.

Freaking love the mod though!

SevenD , Jul 6th at 7:35 AM
@midzuyo: can you make client side only version of this mod?

For several weeks, I have been working on a completely new architecture for the mod, which entails (among other things) that it will function on the client side only.

PlzJustCallMeDoc, May 27th at 4:00 PM

#1 Almost every modder who crafts a mod with any depth uses tools of some sort. I praise your "How the mod is made" for simply telling it like it is. We are playing a digital game, and those who are playing the purity & process over the outcome game are NOT doing the entire community any favors. The more complex the mod, the more investment they require to produce, improve, and maintain. I fear those mods that come with grandiose claims of purity because they will be the ones that end up on the pile of dead-end GitHubs (outdated) and will not be available to me as a player when the updates to VS come.

#2 I tried and really like the mod. I plan to use it when I start my next new world, as long as the performance is improved; my older computer that I use at my weekend/vacation house struggled at times.

Jerbysius, May 27th at 5:32 AM

Is this theoretically client side?

SevenD , May 27th at 6:29 AM
@Jerbysius: Is this theoretically client side?

What exactly do you mean?

Jerbysius, May 29th at 6:08 AM
@SevenD: What exactly do you mean?

If I play on a server, would I be able to install this myself since i just changes the texture of the blocks, or does the server have to have it as well?

SevenD , May 29th at 8:12 AM
@Jerbysius: If I play on a server, would I be able to install this myself since i just changes the texture of the blocks, or does the server have to have it as well?

The mod does much more than just change the textures.
In fact, it doesn't change the textures at all but completely changes the way the tree blocks are displayed.
The server part is necessary for scanning, recognizing and registering the trees as well as for calculating their growth paths. This is necessary to run the mod on a server with multiple players.
Therefore, the dichotomy is currently inevitable.

For future versions I can see if I can find a way to do this only on the client side. But can't promise that. Currently I'm very busy reworking the architecture to improve performance and mod compatibility because that's the main problem right now. So I don't know when I'll get around to researching it.

Jerbysius, May 30th at 8:31 PM
@SevenD: The mod does much more than just change the textures.In fact, it doesn't change the textures at all but completely changes the way the tree blocks are displayed.The server part is necessary for scanning, recognizing and registering the trees as well as fo

That's honestly fine! I just tried to use it on a server I am running and people were having some issues with it, but I wasn't, and I still wanted to use it myself if it was possible. Thank you for all the hard work and such an amazing mod regardless!

Dr_Cummies, May 27th at 4:17 AM

Halp! i cant seem to get your mod to override any vanilla tree :( it worked nicely for a while but i seem to be unable to us the f9 key to mess with it. ive tried clearing cache, reloading textures, reloading world. Starting a new map :( ma world is ugly and -_- minecraft like. Unacceptable plz halp and thank you :)

SevenD , May 27th at 5:31 AM
@Dr_Cummies: Halp! i cant seem to get your mod to override any vanilla tree :( it worked nicely for a while but i seem to be unable to us the f9 key to mess with it. ive tried clearing cache, reloading textures, reloading world. Starting a new map :( ma world is ugly

Did you change anything in your settings before this happened?
Which mods are you running and did you install anything new before the problem?
I need more information to identify the problem.

Dr_Cummies, May 28th at 4:16 AM (modified May 28th at 5:00 AM)
@SevenD: Did you change anything in your settings before this happened?Which mods are you running and did you install anything new before the problem?I need more information to identify the problem.

Honestly its really hard to say, Ive been weeding out incompatable mods. I got to a point where everything ran fine. Then my Bios hit a loop error casuing me to reset back two days prior. Nothings changed but now nothing wants to cooperate >:(. im doing some reading through my own main log because im noticing somethings causing other mods to throw exceptions. I dont get much time to play so i cant communicate reliably. 

SO when my hdd bitlocked it set all my zips to locked by other computer. thats why i couldnt read the .dll's. crazy... Everything works now. almost lost my cool there but all good :)

LordJellyNips, May 26th at 4:24 AM

Have this mod installed and only SOME trees has been replaced by your mod.
The two trees in the foreground are both Purpleheart trees. Weirdly only one of them has been replaced by your mod. 

https://imgur.com/a/L2QDd1O

SevenD , May 26th at 1:58 PM
@LordJellyNips: Have this mod installed and only SOME trees has been replaced by your mod. The two trees in the foreground are both Purpleheart trees. Weirdly only one of them has been replaced by your mod. https://imgur.com/a/L2QDd1O

Have you tried clearing the cache and reloading the world? For some users reporting similar issues, that worked.
I am continuing to investigate the problem.

SevenD , May 27th at 5:29 AM
@LordJellyNips: Simply reloading the save fixed it for me. Thank you for such a lovely mod!

Great! I'm glad you like it and that the solution helped.

Aristine, May 25th at 11:49 PM (modified May 25th at 11:50 PM)

Amazing work on this so far! I haven't seen any of the crazy visual glitches some have posted here yet, but I did notice my very high-end PC absolutely struggling when near a redwood forest. Once I disabled this mod, that issue went away.

Could I suggest an option to disable the rendering for certain tree types (such as Redwoods) until it's made more performant?

SevenD , May 26th at 3:20 AM
@Aristine: Amazing work on this so far! I haven't seen any of the crazy visual glitches some have posted here yet, but I did notice my very high-end PC absolutely struggling when near a redwood forest. Once I disabled this mod, that issue went away.Could I suggest a

That would be an emergency solution, yes.
But I'm also in the process of improving the performance, especially for these areas, and hope that I can get it done without having to build the emergency solution. I want the mod to run as efficiently as possible and I'm not yet satisfied with the current status.

The visual glitches are usually caused by special cases and the interaction with other mods. For many I know the cause, for others I still have to look. Unfortunately, these are the things that only appear after the release, when many people with different setups play your mod :)

Sylphael, May 25th at 9:38 PM

I'm trying to troubleshoot some lag spikes and noticed that my server main log is chock-ful of errors like "[Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-lightaged-z-0.0625-dx1_dy1_dz1" and "[Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-legacy-lightaged-y-0.1875". Any advice on resolving?

SevenD , May 27th at 6:48 AM
@Sylphael: I'm trying to troubleshoot some lag spikes and noticed that my server main log is chock-ful of errors like "[Warning] Failed resolving a blocks block drop or smeltedstack with code game:log-placed-lightaged-ud in Block vsecomachina:taperedlog-lightaged-z-

Sylphael Unfortunately I can't reproduce your bug because it seems to appear in combination with another mod.
Can you send me a list of your installed mods so I can recreate this?

SevenD , May 27th at 2:03 PM (modified May 27th at 2:05 PM)
@MrBaldyLocks: The issue is when using the mod "C&N Claims", I have had the same issue with this mod combination as well. SevenD

Thanks for the info MrBaldyLocks
Does this happen immediately just by simply installing the mod, or do I have to do something specific to trigger it?

MrBaldyLocks, May 27th at 7:14 PM
@SevenD: Thanks for the info MrBaldyLocksDoes this happen immediately just by simply installing the mod, or do I have to do something specific to trigger it?

So I find it happens when exploring the world. This is particularly prevelent when going near to Better Ruins structures SevenD
I hope that helps 😊

MortalDutch, May 25th at 8:57 PM

I had this mod installed on a dedicated server, and the mod seems to be causing ServerDebug_AutoClaim to run constantly, which is causing a large amount of lag and freezing. Also, there doesn't seem to be any difference in performance between loading new chunks and chunks that have already been explored. I really like the mod, but I've had to uninstall it for now.

SevenD , May 26th at 3:14 AM
@MortalDutch: I had this mod installed on a dedicated server, and the mod seems to be causing ServerDebug_AutoClaim to run constantly, which is causing a large amount of lag and freezing. Also, there doesn't seem to be any difference in performance between loading new

Thanks for the tip. Another user also pointed out the debug output and I simply forgot to turn it off. Sorry for that. I'll do a quick fix as soon as I'm back at the computer tomorrow.

Pineas, May 25th at 5:11 PM

I know I've already been here to ask other questions, but I really need to know more.

You already said every feature of the mod will be optional/possible to turn on/off in the config.

What do you envision for the roots once they're implemented? Will they serve a real function or will they be purely cosmetic? Will there be config toggles to turn them off or make them purely cosmetic? A cosmetics-only option for roots would enable much simpler compatibility for mods that alter how trees are generated.

SevenD , May 26th at 3:12 AM
@Pineas: I know I've already been here to ask other questions, but I really need to know more. You already said every feature of the mod will be optional/possible to turn on/off in the config. What do you envision for the roots once they're implemented? Will they

I would like to make roots optional because they will interfere with the game mechanics. If roots extend into the ground, it will be more difficult to dig and you will have to expose and remove roots first. Therefore they must be optional.
I think of two stages:
Either switch off the roots completely, then it will stay as it is now. Or just eliminate the underground roots. Then the visible roots above ground remain on the trunk.
But these are currently just theoretical concepts in my head. I'm still open to suggestions.

Noxide, May 25th at 2:29 PM

This is exactly what Vintage Story needs, a greater visual distinction from Minecraft.The plans for the future with this mod has me so excited. I'll be trying out today, I'll be sure to give any feedback if needed.

Mezzer, May 25th at 1:40 PM

Great mod and sorry to hear about people complaining about A.I use, personally this is a great use of A.I and i can see you have put a lot of effort and thought into the mod, What people forget is you still need a Human with a imagination & a idea 1st (to make the mod a reality) A.I doesnt just magiclly create a idea/mod by itself, its a tool (that needs guidence and input) that can eventully help put those ideas into effect

Michaloid , May 24th at 10:29 PM (modified May 25th at 12:41 PM)

Seems like some people missed the previous warn about civility here by T.Read. So i'll state this here.

Any and all harassment, insults and ranting without reason towards the author or anyone else, will be met with punitive action. If you feel heated about a discussion and/or a specific topic, please leave and call a moderator if you feel like you need to.
For those that wish to reach us, you can make a ticket at the #support-moderators over on our discord, or you can tag me, Rorax or Fulgen here in the comments.

With that being said, have a nice day and please stay respectful towards others.

NutDaddy, May 24th at 3:10 PM

would be amazing with vslumber

Gorefield_, May 24th at 1:15 PM

Hi, added this mod to an existing save and only about 1/10 is rendered correctly, other trees shows the vanilla rendering. Tell me if you need pictures/files, I love the concept of your mod and I'd be glad to help.

SevenD , May 24th at 1:27 PM
@Gorefield_: Hi, added this mod to an existing save and only about 1/10 is rendered correctly, other trees shows the vanilla rendering. Tell me if you need pictures/files, I love the concept of your mod and I'd be glad to help.

Thank you.

If the trees are only rendered in vanilla, I don't need any screenshots. But a list of your mods would be helpful so I can reproduce your setup and the bug if necessary.

It would also be good to know if the issue occurs randomly or only in specific areas, such as dense forests or redwood forests. The latter can sometimes be problematic because they're so complex.

Gorefield_, May 24th at 5:26 PM
@SevenD: Thank you. If the trees are only rendered in vanilla, I don't need any screenshots. But a list of your mods would be helpful so I can reproduce your setup and the bug if necessary. It would also be good to know if the issue occurs randomly or only in spec

It's on every area, it's pretty random. I also had some trees ramdomly switch to your mod rendering in front of my eyes (while they were before in vanilla rendering for several ingame days) but i couldn't spot the opposite process.

Here's my mod list, maybe the performance mods are causing the problems.


image

Mafroz, May 24th at 12:25 PM

Hi there! Very elegant trees are occasionally encountered lol. Sometimes not the entire tree trunk is redrawn, or it is redrawn, as in the screenshot, in the opposite direction, that is, not from the bottom to the top, but from the top to the bottom. Also, sometimes some trees are very stubborn and do not want to be redrawn, even though their colleagues nearby have already updated their appearance

image

Vari_Ares, May 24th at 12:07 PM

Hi, also I know you will add roots for the trees, and I can't wait ! But can you make it so not 100% of the trees will have roots that we can see ? Can you make it random ? So some trees will have roots we can see, some others don't and they are underground ? It will be more realistic and varied ! <3

 

I don't like how others trees roots mods give roots to every single trees, because in real life some trees have them that we can see and some don't ! <3

SevenD , May 24th at 1:12 PM
@Vari_Ares: Hi, also I know you will add roots for the trees, and I can't wait ! But can you make it so not 100% of the trees will have roots that we can see ? Can you make it random ? So some trees will have roots we can see, some others don't and they are undergrou

I can answer all these questions with a yes. At least as far as my current drafts go. I also have concrete plans for how roots function both above and below ground, and how the search for water should influence their growth.

 

Furthermore, I want to introduce the three different root types depending on the type of tree.

 

I hope that I can implement all of this as planned.

SevenD , May 24th at 2:04 PM
@Vari_Ares: Oh nice that so cool thx !! <3

I hope it turns out as cool as I imagine it will. I have big plans, and if I can actually pull it off, it’ll really change the way people interact with trees and the area beneath them.

Vari_Ares, May 24th at 3:36 PM
@SevenD: That would be awesome 😅

Idk if there is a way for you modders to contact the devs and try to ask them if your mod can go in Vanilla (some old mods did get added in Vanilla) but if that is possible don't hesitate ! 

SevenD , May 24th at 7:33 PM
@Vari_Ares: Idk if there is a way for you modders to contact the devs and try to ask them if your mod can go in Vanilla (some old mods did get added in Vanilla) but if that is possible don't hesitate !

I'm unsure. I think the developers will eventually hear about the mod and get in touch if they're interested, right?

 

And given the current discussion about its development, I probably wouldn't even dare to contact them about it.

 

I'd like to develop it further the way I envision it and bring it to a really great result. To be honest, it would be my dream to work directly with them on the game and these features, especially since I'll be looking for a job soon anyway, as my company is likely to close down. It's always been my dream to work in game development, particularly in 3D and animation. But I don't want to get my hopes up.

Vari_Ares, May 24th at 11:19 AM

Thx for the Amazing Mod ! I just noticed that the insects that are on some trees are a little bugged lol, they are on the air and not proprely placed on the tree, is this something you can / will fix later ? ^^

SevenD , May 24th at 1:05 PM
@Vari_Ares: Thx for the Amazing Mod ! I just noticed that the insects that are on some trees are a little bugged lol, they are on the air and not proprely placed on the tree, is this something you can / will fix later ? ^^

Yes, I've noticed that and will fix it. They will be treated exactly the same way as mushrooms and vines are currently, so that they fit against the new surfaces.

Vari_Ares, May 24th at 1:31 PM
@SevenD: Yes, I've noticed that and will fix it. They will be treated exactly the same way as mushrooms and vines are currently, so that they fit against the new surfaces.

Cool thx ! ^^ Also Idk if this is your mod issue or Salty Falling Tree mod issue but when the tree fall there is no sound of falling tree anymore, and I am using Salty Falling Tree as well as this mod and of course the other compatibility patch mod !

Moofellow, May 24th at 4:58 AM

I would love to see proper textures for thinner trunk segments. The stretched textures really turn me off from using this mod in my day to day.

Perhaps this could be done in a data-driven fashion, to maintain out-of-the-box mod compatibility?

If this is already planned, wonderful! If not, please do consider it. It's really my only gripe with the mod.

SevenD , May 24th at 6:57 AM
@Moofellow: I would love to see proper textures for thinner trunk segments. The stretched textures really turn me off from using this mod in my day to day.Perhaps this could be done in a data-driven fashion, to maintain out-of-the-box mod compatibility?If this is alr

I’ve actually been thinking about that too, because the distorted textures bother me. However, I don’t want to create new textures for this either, because that would mean needing 16 different textures per tree type. And if you also want to account for all the mods, it becomes unmanageable.

 

I’m thinking about changing the texture mapping for the thickness levels so that only a section of the texture is used. That might work.

Moofellow, May 24th at 11:44 PM
@SevenD: I’ve actually been thinking about that too, because the distorted textures bother me. However, I don’t want to create new textures for this either, because that would mean needing 16 different textures per tree type. And if you also want to account for al

Using the outermost sections of the log textures would probably be your best bet. That way, the branches get darker the thinner they get.

I guess the only other problem I can think of would be resin clumps. Those textures are also stretched, which is especially noticeable on higher parts of trees.

Maybe a smaller resin clump texture could be created for use on smaller tree limbs?

SevenD , May 24th at 11:56 PM
@Moofellow: Using the outermost sections of the log textures would probably be your best bet. That way, the branches get darker the thinner they get. I guess the only other problem I can think of would be resin clumps. Those textures are also stretched, which is espe

Yes, that was actually my thought too, to use the outer textured parts. The resin thing is a good point. I'll have to think about that. But I'm sure I'll come up with something. Thanks for the tip.

Alex_Greyfrost, May 24th at 4:23 AM (modified May 24th at 4:34 AM)

Do you have advice on quick-reloading areas to update their trees? Loading into a world seems to update all surrounding trees, but it only seems to be for one pass as walking further shows normal trees. I will say, this is a preexisting 1.22 world.

Edit: I think the mod actually does a single passover in the area I load into, and then stops making subsequent passes which results in further loaded chunks being normalized. I do use other mods though, and I wonder if Tungsten/Optitime may be altering some game function that causes the mod to stop repeated area checks.

SevenD , May 24th at 6:54 AM (modified May 24th at 7:15 AM)
@Alex_Greyfrost: Do you have advice on quick-reloading areas to update their trees? Loading into a world seems to update all surrounding trees, but it only seems to be for one pass as walking further shows normal trees. I will say, this is a preexisting 1.22 world. Edit:

Actually, the mod constantly scans the area within the chunks specified in the settings (F9) around the player and converts any trees it detects. This runs continuously, not just at the start, so that new areas are also converted.

Please also check in the settings to make sure the top three options are enabled.

Of course, it’s possible that other mods are affecting this. I’m not familiar with Tungsten/Optitime, but I’d be happy to see if I can reproduce the issue. What other mods are you running?

 

I probably won’t be able to look into it until after the weekend, though, since I’m currently on the road.

Lumvik, May 23rd at 8:55 PM

Very cool mod!

A suggestion from me: make the base of the trees smaller depending on their height.

Right now, the shorter trees look a bit strange because the bottom block is very wide, making the trees look a little like pyramids.

If smaller trees had a narrower base, they would have a smoother transition toward the top, and the tree itself would look smoother and better.

TabiCat, May 23rd at 7:46 PM

Having a lot of performance issues around redwood areas...dunno what to do about that..

SevenD , May 23rd at 10:06 PM
@TabiCat: Having a lot of performance issues around redwood areas...dunno what to do about that..

I'm working on performance optimization. I hope to deliver improvements for Redwoods in the next update.

boxinabox, May 23rd at 10:47 AM

The issue I mentioned previously about birches and larches having graphic glitches was completely fixed with your last update...thanks so much!

Narcosis, May 23rd at 9:57 AM (modified May 23rd at 10:53 PM)

Absolutely stunning mod I instantly fell in love with, it changes so much - in such a beautiful way - you just can't return back. Unfortunately it's barely playable at the moment, especially if you run a heavily modified client with a huge modpack. The microstuttering it introduces - particularly if you run close to densly forested areas - makes the game unplayable and that is coming from someone running a very high end machine. I tried to pinpoint exactly what's causing it but so far, to no avail. A real shame.

 

SevenD Any chance you'd consider creating a separate baked-in version, instead of the dynamic one? As much I understand your approach behind this mod, there is a reason major world changing mods are usually baked into a save file and that is performance.

 

Please continue and hopefully you'll resolve the performance issues one way or another.

 

Edit:

Just tested the 0.5.0 version... and most of the microstuttering is gone. It's not perfect yet as there is still a noticeable performance drop - along with occassional microstutters - but it's more or less playable now. Keep up the good work!

SevenD , May 23rd at 11:15 AM
@Narcosis: Absolutely stunning mod I instantly fell in love with, it changes so much - in such a beautiful way - you just can't return back. Unfortunately it's barely playable at the moment, especially if you run a heavily modified client with a huge modpack. The mi

Thanks for the feedback. I know that performance is a major sticking point for heavily modded worlds. I developed the mod without any other mods and optimized performance extensively, so I could play it almost like the vanilla version. But when I added many other mods, especially the new “Add Trees” mod, performance issues started cropping up. Unfortunately, I didn't notice this until after release. To be honest, I hadn’t expected such a huge rush of players. That’s why I’m sorry you’re now experiencing these issues. That’s why I really wanted to push out the first patch with the most critical bug fixes yesterday. I’m not yet satisfied with the optimizations and am continuing to work on them. But at 3:00 a.m., I had to call it a night 😅

I’m definitely on top of the problem and already see how I can solve it. The next updates will certainly bring even more improvements. Thanks for your feedback and patience.

PapitoPapz, May 23rd at 8:53 AM

Now works with falling trees  ! 

SilverValkyrie, May 23rd at 6:53 AM

I wish people would put their rage against LLM towards fully llm generated works rather then flocking to a mod that used AI as a step stone.

 

While yes this is not the best outcome that one could wish for but there is months of work in this mod and certainly was not created with a : suno/ chatGPT make a mod.

The presented art is still human, the process was made and directed by a human but sadly the paint is toxic.

 

This is where the debate should end and please for the love of the community stay human and civil

ItchyKitchy, May 23rd at 6:01 PM
@SilverValkyrie: I wish people would put their rage against LLM towards fully llm generated works rather then flocking to a mod that used AI as a step stone. While yes this is not the best outcome that one could wish for but there is months of work in this mod and certain

SilverValkyrie I wish people would understand what tools are for. It's essentially getting mad at your mechanic that he used a tool to change your oil filter instead of using his bare hands. That is such a ridiculous notion. Tools are supposed to make life easier for both those who are professionals and actually know what they are doing and those who learn as they go. Getting mad at something like that just shows ignorance.

SilverValkyrie, May 23rd at 7:13 PM
@ItchyKitchy: SilverValkyrie I wish people would understand what tools are for. It's essentially getting mad at your mechanic that he used a tool to change your oil filter instead of using his bare hands. That is such a ridiculous notion. Tools are supposed to make lif

less ignorance i would say and more of being fed up which i understand. 

AI is being shoved in every little nook and crany and being force fed to us. Huge companies pirating Material training their ais, setting up oil and gas generators in black neighbourhoods and so on and on.

I Understand the full on hate for the tool itself, it is a tool that was created on corpses of the enviroment. But why put the rage at someone who actually used the tool in a meaningfull way and not at the newest AI sloped music new function mod that will break by the next blow of wind. 

I feel like the hate is justified but put on the wrong people

VaelophisNyx, Jun 28th at 12:58 AM
@SilverValkyrie: less ignorance i would say and more of being fed up which i understand. AI is being shoved in every little nook and crany and being force fed to us. Huge companies pirating Material training their ais, setting up oil and gas generators in black neighbourh

the example given by Itchy is bad because your mechanic is not willing a new oil filter into existence filled with all sorts of errors and bad design. He's also not personally destroying millions of gallons of water or burning billions of tons of fossil fuels to do it. Nor did he steal the schematic of every known oil filter to make it. That's the problem. these "Tools" are destructive and built on theft. They should never be used. Using it is a personal statement that the user did not care about any of that.

BlackCDown, May 23rd at 6:51 AM (modified May 23rd at 8:40 AM)

Good stuff, could you share some tips on how you tested the software? How did the LLM obtain the feedback needed to rethink and improve the code it generated?

For another application I'm having enough trouble getting the LLM to implement algorithms to the point I am better off making them myself, so I would like to learn from you how (or if) you stitched together a setup to ideally allow the agent to design sound tests, verify its results against them and correct itself.

tehtelev, May 23rd at 5:54 AM

As the author of a complex and moderately large mod, I suggest the author ignore those who hate the use of AI. Because they didn't create anything themselves, and they likely didn't pay you for the development.
As for the ecology, it's debatable how much electricity and resources it would take to train someone to program manually for such a mod. I suspect the AI ​​would consume fewer resources and energy, considering the entire development period from scratch.

Spaturno, May 23rd at 7:40 AM (modified May 23rd at 7:42 AM)
@tehtelev: As the author of a complex and moderately large mod, I suggest the author ignore those who hate the use of AI. Because they didn't create anything themselves, and they likely didn't pay you for the development.As for the ecology, it's debatable how much e

as an author of a simple and small mod, I totally agree with you.
the problem is not AI, is AI being used by people unaware of what they are doing.

If someone hates AI use, just don't use this mod. It's easy.

Venator_, May 23rd at 3:53 AM

devs pls add to main game 

iodide, May 23rd at 3:16 AM (modified May 23rd at 3:17 AM)

This looks fantastic. Would you be willing to share the source code and/or the harness LLM specifications used? I'm interested in SDD but haven't been able to find lots of good real world examples about it other than simple hello-world like demos.

Gloo, May 23rd at 2:39 AM

Been playing with this enabled for a few hours now. Overall it works super great!
My only complaint is the huge gap between logs on angled trees. If that could one day get patched up, it would be a 10/10 mod! Still likely going to be a perminant addition to my mods either way though lol

 

Would be interesting to see an additional mod to this that changes tree generation to take full advantage of what this mod can do.

Gloo, May 23rd at 9:29 PM
@SevenD: Yeah, those gaps are still a thorn in my side. I'm going to have to figure something out about that.

I'm a novice at coding, and know nothing about modding VS, but assuming your mod simply detects the logs relative positions to one another to assign a model and angle, couldn't you also detect when logs are at those specific angles/positions and change the model to fill it in? Like stretching the existing logs to meet in the middle, or placing an extra log shape between them that splits the difference?

Crackomint, May 23rd at 2:39 AM

Beautiful results, I love the look of the smaller branches especially. Does have an unfortunate interaction with this particular tree house trader structure:

Spoiler!
SevenD , May 23rd at 5:16 AM
@Crackomint: Beautiful results, I love the look of the smaller branches especially. Does have an unfortunate interaction with this particular tree house trader structure: Spoiler!

I've noticed the treehouses, too. That's a special case that still needs a solution. I already have a couple of ideas.

DogMeat404, May 23rd at 1:48 AM

Hello! I love the look of this mod, unfortunately it seems to break the world-edit tools. 

SevenD , May 23rd at 5:17 AM
@DogMeat404: Hello! I love the look of this mod, unfortunately it seems to break the world-edit tools.

This bug has been fixed in today's update. It's also mentioned in the release notes for version 0.5.0.

Pineas, May 23rd at 1:15 AM

How do the transformed trees handle getting special blocks from other mods attached to them? For example Culinary Artillery has spiles which you insert into tree trunks to extract sap or resin.

invisibleplayer, May 22nd at 11:06 PM (modified May 22nd at 11:07 PM)

To the that complain about AI. Learn how to code yourself or just be quiet. Not everyone has good skills or the money to pay a professional. 

Explodingcows54, May 22nd at 11:21 PM
@invisibleplayer: To the that complain about AI. Learn how to code yourself or just be quiet. Not everyone has good skills or the money to pay a professional.

generative ai is the enemy of art and soul and it directly contradicts the meaning of art while harming the enviroment and communities. do some research

invisibleplayer, May 23rd at 12:37 AM
@Explodingcows54: generative ai is the enemy of art and soul and it directly contradicts the meaning of art while harming the enviroment and communities. do some research

And? I love art too, but I support everyone who wants to do art, regardless of their skill level. I have aphantasia. I cannot imagine; all I see is darkness, and I like using AI as a way to make use of my lack of imagination. It is still art. You are applying your imagination/ideas to a medium and showing a product. If you are against AI are you against CGI? CGI ruins the existence of practical effects. But I dont see people complain about it.

Sophiiax, May 23rd at 12:41 AM
@Explodingcows54: generative ai is the enemy of art and soul and it directly contradicts the meaning of art while harming the enviroment and communities. do some research

its an aesthetic/visual mod for a game, released for free, that has not existed in any other form for the many years vintage story has been around. its not competeing with any other 'hand crafted' mod that exists or has been discussed to be in development by any other modder. it has not put any game developer or modder out of business, its not taking income from anyone, its not destroying the entire concept or art and human ingenuity, its not the end of the world. its a free visual mod for a video game

NeoB, May 23rd at 7:01 AM
@Explodingcows54: generative ai is the enemy of art and soul and it directly contradicts the meaning of art while harming the enviroment and communities. do some research

The only enemy here is you and your backward way of thinking
If you don't like it, go ahead and program it yourself, you can do it all on your own

MegaGamer265, May 22nd at 11:03 PM

Will the trees get roots in the future? And by organic growth do u mean they will grow slowly and steadily?

Explodingcows54, May 22nd at 10:50 PM

can someone remake this without ai bloat? i do not wanna add this to my already large modlist when its vibecoded to hell by lazy devs

Quartofel, May 23rd at 8:28 PM
@Explodingcows54: can someone remake this without ai bloat? i do not wanna add this to my already large modlist when its vibecoded to hell by lazy devs

My brother in Christ, are you seriously calling dev lazy the sentence right after you're begging for SOMEONE to remake this? Do it yourself.

CactusbasedCola, May 22nd at 9:24 PM

Chat GPT, Grok, etc. AI mods? If clair obsura gets revoked for game of the year due to placeholder textures, then you should feel honestly embarassed about using AI to make mods. Yes coding take a while, and learning it is challenging. but theres no excuse. 

CactusbasedCola, May 23rd at 3:37 AM
@Solidude: Who hurt you?

who dropped you on your head? ai slop is ai slop. doesnt matter what it is, if its generative ai its slop. it could be the best thing in all of creation, but if its tainted by even a micro-ounce of genAI its utterly turned into trash and worthless as a product. Grow up and go outside. AI is a fab that needs to go ahead and die. 

SteinerScout, May 23rd at 4:08 AM
@CactusbasedCola: who dropped you on your head? ai slop is ai slop. doesnt matter what it is, if its generative ai its slop. it could be the best thing in all of creation, but if its tainted by even a micro-ounce of genAI its utterly turned into trash and worthless as a pr

...My brother in christ, do you just genuinely not see the irony in joining the anti AI crusader crazies, you know because you have decided to get outraged enough to leave a comment on a mod about it as soon as you saw the tag, then calling someone else a terminally online keyboard warrior while simultaneously making aspersions against the maturity level of anyone that dares disagree with you, especially considering Solidude genuinely had a quite mature response to your crashout?

misspelling a three letter word.. is also just sad and telling someone to touch grass when it comes to something as utterly meaningless as this when you are the one whose jimmies are rustled by it? Chefs kiss

Ailailou, May 23rd at 6:31 AM
@SteinerScout: ...My brother in christ, do you just genuinely not see the irony in joining the anti AI crusader crazies, you know because you have decided to get outraged enough to leave a comment on a mod about it as soon as you saw the tag, then calling someone else a

They don't know that before AI lots of software engineers would just copy paste blocks of code someone else wrote from stackoverflow without a second thought lol. 

SteinerScout, May 23rd at 10:04 AM
@CactusbasedCola: why should i bother to spell check myself when a mod author can't even be bothered to actually learn to code themselves?

I thought your entire point was that you are better than the mod author.. unless that was just empty chest thumping.

 

Either way this is still a hell of a way to go for something that could have been solved by simply reading the AI tag, and closing the page. You know... like an adult does? after all one would think that someone with your level of maturity would be better than this.

 

it remains extemely ironic that the only part of what i said that you disputed in any fashion is my pointing out that you should be better than misspelling fad and your excuse was Laziness when your entire point revolves around the point of laziness being worthy of contempt. especially when spelling a single word correctly is exponentially less effort than messing with coding to the degrees required to make this mod function.

 

CactusbasedCola, May 23rd at 11:53 AM
@SteinerScout: I thought your entire point was that you are better than the mod author.. unless that was just empty chest thumping. Either way this is still a hell of a way to go for something that could have been solved by simply reading the AI tag, and closing the pag

I am i modder yes, but not for VintageStory. I am working on a total conversion of DarkestDungeon, no I am not part of TeamBlackReliquary, I am working on my own thing. Why would I, someone who has an actual passion for what I am creating resort to working with AI? I have learned code and also learned how to animate via both dragonbones and SPINE software. Look at one of the splash texts on the front page of the game "If you only do what is easy, then your life will be hard." Why not learn coding and modeling instead of spitting into the face of those with drive to learn and build upon it? Why spit into the face of a dev you obviously respect and use AI in relation to their game? Why insult others by uploading and continuing to produce something that you yourself do not know how to actually do? Why use AI when you can LEARN how to code and teach others? Why defend something that is slop? Your AI gf isnt going to suck your dick, or flick her bean to you, the replica you are talking to doesn't love you bro. But again, why the hell should I show respect to someone who very obviously does not approach the table with actual respect, instead dealing an insult? AI is a fad and a waste of time and space. ChatGPT, Grok, whatever else is not the future and should not be relied on by anymeans even as a stepping stone. Do you think nurses and doctors should use it as a "stepping stone" for their studies? No they shouldnt, and if you think they should then you are utterly out of your fucking mind. An AI that can detect cancer before it gets to the point it is a cancerous cell? Thats ethical and understandable, genAI as a whole is not worthwhile and a waste of both powergrid and water. Grow up and go outside like an actual adult which do think to assume that is somehow an insult. 

SteinerScout, May 23rd at 12:36 PM
@CactusbasedCola: I am i modder yes, but not for VintageStory. I am working on a total conversion of DarkestDungeon, no I am not part of TeamBlackReliquary, I am working on my own thing. Why would I, someone who has an actual passion for what I am creating resort to workin

That is a lot of words, and vitriol, to not even attempt to refute any of the statements i made. all while once again demanding that someone who is showing you the slightest dissent, "Grow up" and "Touch grass" 

while seeming to also make several assumptions about the way I personally view AI and its uses. however your attempt at an argument here falls apart pretty quickly as soon as you brought up "Ethical AI use" seeing as this is a free mod.. and trying to paywall it would get it taken down.. the fact that you can host instances of LLM AI's directly on your own computer without the use of large data centres there genuinely is no one that this is hurting.

 

i am actually quite confused that you appear to be crashing out about... nothing i actually said? you genuinely should sit down, examine where you are in life, and ask yourself if this mod that you don't have to download, or even look at is worth spiking your cortisol levels like this  (For as much as advice from a random name on a screen is actually worth). i also never said anything about respect... i mean if you stretch what i said it could be argued that i said you should respect yourself more than misspelling three letter words.

 

at minimum however you should act within the bounds of decorum regardless of your opinion of who you are talking to, because a ban here will brick your copy of the game. which i hope we can both agree would be a tragedy.

IWillSoonReturn, May 23rd at 9:34 PM
@Solidude: You literally just stated very real, and valid excuses.Learning to code costs time, a lot of it. And doing it just for making mods that no one makes money from?You've got to just be bitter to discard people's work just for that.That's not even mentioning

ngl, the usage of AI almost dissauded me from downloading because I despise it too. But I hope one day the developer can learn how to code for real and recode the mod by hand. I still downloaded it, probably the only AI mod I'll ever download and your stance is valid no matter what that other guy says (Because clearly he doesn't understand just how deep this genuinely is)

I think there should be a filter on modDB for AI mods so people who don't want to use them can filter them out, would def make finding mods easier for me

sekelsta, May 24th at 10:03 PM
@Solidude: You literally just stated very real, and valid excuses.Learning to code costs time, a lot of it. And doing it just for making mods that no one makes money from?You've got to just be bitter to discard people's work just for that.That's not even mentioning

The comment reporting method is you visit the vintage story discord and in the #support-moderators channel link the comment and describe what's wrong with it. Which I have already done since I see some insults flying around here.

FR1GZ, May 22nd at 6:27 PM (modified May 22nd at 6:40 PM)

SevenD
This is honestly one of the most impressive visual mods I've seen in vintage story.
It makes forests look breathtaking and alive.
I love the ambition and where you want to take it.
This is the type of mod that this game could honestly use!
Oh! And did I mention that it works splendidly with the Conquest texture pack?

And please for the love of God, don't get discouraged by people saying that AI is the worst thing on the planet.
it's valid for the community to get pissed because of the sheer bloat it brought into the modding scene; you have the right to have an opinion,
but it's not an excuse to witch-hunt and harass.
Please be civil and have a modicum of common sense.

SevenD , May 22nd at 7:15 PM
@FR1GZ: SevenDThis is honestly one of the most impressive visual mods I've seen in vintage story.It makes forests look breathtaking and alive.I love the ambition and where you want to take it.This is the type of mod that this game could honestly use!Oh! And did I

Thank you so much!
I'm really glad to hear that. :)

It's good to know that it works with the Conquest Pack as well.
I’ve been meaning to test that myself.

Kalexi, May 22nd at 9:15 PM
@FR1GZ: SevenDThis is honestly one of the most impressive visual mods I've seen in vintage story.It makes forests look breathtaking and alive.I love the ambition and where you want to take it.This is the type of mod that this game could honestly use!Oh! And did I

100% agree with this comment
I love to see how redwood forests look like now, they are beautiful and feel super cozy!
Will we be seeing mushrooms resized and rotated alongside the trees as well?

SevenD , May 22nd at 9:38 PM
@Kalexi: 100% agree with this commentI love to see how redwood forests look like now, they are beautiful and feel super cozy!Will we be seeing mushrooms resized and rotated alongside the trees as well?

Yes, the mushrooms are already adjusting their size and latching onto the tapering mesh.
The only place this isn't working yet is on branches that don't grow straight; I still need to come up with a solution for that.

merryclefairy, May 22nd at 6:01 PM

ayo, i'm sure this is a silly question, but how does this affect beehives and resin? may i see some pics 👀

martmymo, May 22nd at 5:40 PM

makes the game feel more alive i a subtil way, i feel this needs to be in vanilla. grate work by the author

Vogi, May 22nd at 4:01 PM

This mod is exquisite, with lakuls enhanced trees mod it's phenomenal

funkedup, May 22nd at 3:56 PM

absolutely incredible work here. i have lots of reservations with AI tools, particularly regarding labor and environmental concerns of data centers, but in this case i can tell there's lots of passion and hard work behind the project, and it's paid off.

out of curiousity - you've mentioned design documents for specific features and algorithms, any possibility of getting a peek at those?

Aki_Awoo, May 22nd at 3:32 PM

I was about to give this a try, then I saw it's AI vibe coded ... no thank you

L3x4ur1n, May 22nd at 2:40 PM

I don't mind AI. Only insecure people are afraid of AI. Keep up the great work!

LunaGore, May 22nd at 2:36 PM

Biodiversity Trees don't seem to be affected, unsure how they code in the trees but it appears not to be as you describe "vanilla".

Mpire, May 22nd at 2:35 PM

I had a vanilla tree not generated properly much like the Pin Tree from Primitive survival picture below (but I dont have any other flora mods), does this fall under "Tree-conversion misses — occasionally a tree fails to convert to tapered meshes during chunk loading and stays as vanilla cubes until the chunk is re-loaded." ?

SevenD , May 22nd at 2:46 PM
@Mpire: I had a vanilla tree not generated properly much like the Pin Tree from Primitive survival picture below (but I dont have any other flora mods), does this fall under "Tree-conversion misses — occasionally a tree fails to convert to tapered meshes during c

Yes, that sounds like it.
Sometimes it helps to toggle the rendering of tapered meshes off and back on in the settings (F9)—or, if that doesn't work, to reload the world.
I am currently working on figuring out what is causing this.

Streetwind, May 22nd at 2:14 PM

Mother of God. I had no idea you could just... selectively replace the rendering of ingame objects like that. I applaud your ingenuity.

Though I wonder, if you're adding a system for dynamically growing trees over time, would that not require fully replacing the tree in the world? Younger trees would need to yield less wood and such...

SevenD , May 22nd at 2:43 PM
@Streetwind: Mother of God. I had no idea you could just... selectively replace the rendering of ingame objects like that. I applaud your ingenuity. Though I wonder, if you're adding a system for dynamically growing trees over time, would that not require fully replac

Yes and no.
While in its sapling state, the tree has a growth duration that depends on current conditions and can also fluctuate. This growth duration essentially indicates how many days it takes for the tree to reach full maturity. So, if the sapling has a growth status of 0 immediately after planting, and a status of 1 when fully grown, I can interpolate between these stages; this allows me to display the tree's size corresponding to its current growth status for each day it is growing, rather than just showing the finished tree at the very end.
In other words, for each day of growth, the current model is swapped out for the next larger one until the tree is finally fully grown.

At least, that’s the plan for now. I might come up with something even better later on, though! :D

boxinabox, May 22nd at 1:44 PM (modified May 22nd at 1:45 PM)

Getting these odd fragments in birch trees and larch trees, but only seems to happen in the winter. i checked them in another world and they look fine in the spring.Thanks for all the hard work on this mod!

image

SevenD , May 22nd at 1:53 PM (modified May 22nd at 1:54 PM)
@boxinabox: Getting these odd fragments in birch trees and larch trees, but only seems to happen in the winter. i checked them in another world and they look fine in the spring.Thanks for all the hard work on this mod!

No, they have a different cause—one related to the dynamic generation of texture atlases when many mods containing numerous new textures are activated simultaneously. These atlases are generated randomly; that is why the error occurs sporadically—sometimes it appears, and sometimes it doesn't.
I have already identified the root cause of this issue, as well as another error, and I believe I have successfully fixed both. They no longer appear on my end.
You will be able to test this with the next update (likely coming out today).

silexes, May 22nd at 6:36 AM

 

Seems to not like/work with tree hollows from Primitive Survival lol

 

SevenD , May 22nd at 7:15 AM
@silexes: Seems to not like/work with tree hollows from Primitive Survival lol

Oh! Thanks for the heads-up.
I'll take a look and see how this can be resolved.
There are so many mods out there, so it's difficult to accommodate every combination. I'll definitely add this to my list.

AngusVietnam, May 22nd at 5:46 AM

Hey SevenD! Just wanted to say that I have been super excited about this mod for some time. I have been tracking your development of this mod for months and find the progress you've made to be amazing! Thank you for being very upfront about your use of AI tools to help exectue your ideas. Im really glad you brought this mod to VS and hope you find more reasons to continue applying your passion for media design and desire to learn how to expand your interest in coding! 

three, May 22nd at 5:12 AM

"trees deserve better" lmao whatever datacenter u used to hallucinate some fucked up code probably generated more pollution and greenhouse gases than every vintage story player in their entire lives will ever generate

LunaGore, May 22nd at 2:53 PM
@three: "trees deserve better" lmao whatever datacenter u used to hallucinate some fucked up code probably generated more pollution and greenhouse gases than every vintage story player in their entire lives will ever generate

Get out dude...

From Ko-FI: This is not a prompt-and-done mod. Eco Machina has been in active development since January 20th 2026. Every feature is preceded by a written specification, every significant decision is captured as an architecture record, and every working day is logged in a public dev journal. The work behind every visible improvement is fully traceable.

 

The whinging about AI usage is honestly tiring, I hope you don't need anything health related that has been using AI for more than a decade anytime soon. Also people can locally host AI assistants... Which is what most people who actually know what they're doing know how to do.

Vinnitan, May 22nd at 5:03 AM

Great mod, thank you so much for your work. I love both the final result and the principles behind it. Please keep it up!

Buttermilk, May 22nd at 4:51 AM

Hey bro! really big fan of the mod, its amazing how much better it makes trees. but a problem I experienced both in singleplayer and modded on the same map, was with the floral zones mod, The european yew trees growing in a dense enough thicket would hav an issue i'm guessing with the brancing system, they would grow in 3x3 and and larger sizes and grow densely enough that IT SEEMS like they would have some sort of error with the branching algorithm, causing horrific unplayable lag. Thats the best debugging/bug report I can give you, thanks a bunch for posting this cool mod.

SevenD , May 22nd at 5:21 AM
@Buttermilk: Hey bro! really big fan of the mod, its amazing how much better it makes trees. but a problem I experienced both in singleplayer and modded on the same map, was with the floral zones mod, The european yew trees growing in a dense enough thicket would hav

Can you tell me the exact mod and help me figure out where to find these trees (warm, cold, or hot climate zones)? I've heard that the trees cause problems, but I haven't found them yet.

Buttermilk, May 22nd at 5:56 AM
@SevenD: Can you tell me the exact mod and help me figure out where to find these trees (warm, cold, or hot climate zones)? I've heard that the trees cause problems, but I haven't found them yet.

Yeah no problem, Its the Floral Zones mediterranean pack, https://mods.vintagestory.at/floralzonesmediterraneanregion, We experienced this issue in a dense forest in a temperate climate, I think they tend to spawn in slightly warmer temperate regions but before tropics, like if you generate a world with temperate settings you should see them, and turning up the forestation amounts a bit might help exacerbate the problem to force the error?

Nando_Th, May 22nd at 12:31 AM

Hello friend, I am using the Better Forest and Floral Zones mod, all of them. I would like to know if there are no compatibility errors with those.

SevenD , May 22nd at 5:22 AM
@Nando_Th: Hello friend, I am using the Better Forest and Floral Zones mod, all of them. I would like to know if there are no compatibility errors with those.

I recently tested all of these mods together and ran into some performance issues that I'm currently working on. Other than that, they're compatible. It should work fine in the next update.

Valencia, May 21st at 11:53 PM (modified May 21st at 11:57 PM)

I'm curious to how AI was actually used, because it wasn't really specified. Nothing was mentioned beyond "AI coding assistants". So did they just pick up the menial, repetitive tasks for you? Or did they write most if not all of the code? Not making accusations or anything, just curious as to the extent of AI usage. 

SevenD , May 22nd at 6:07 AM
@Valencia: I'm curious to how AI was actually used, because it wasn't really specified. Nothing was mentioned beyond "AI coding assistants". So did they just pick up the menial, repetitive tasks for you? Or did they write most if not all of the code? Not making accu

The core idea, the planning, the concepts, the architecture, the individual mechanics, and the interconnections - all of these originate entirely from me. Added to this are countless diagrams illustrating exactly how each individual function is meant to operate - along with sketches and graphics depicting growth paths, pruning strategies, rules for branch connections, textures for foliage connectors, and much more. I have personally conceptualized, designed, created, and crafted every single element myself. In total, this currently amounts to approximately 500 documents, illustrations, and schematics.

I organize and harmonize all these elements; collectively, they serve to document exactly how the entire program functions. Essentially, this serves as both a comprehensive manual and the primary conceptualization environment for the entire project.

Subsequently, I follow the methodology of SDD (Spec-Driven Development) - just as is standard practice in professional software engineering. For every new feature or identified bug, I draft a detailed specification that precisely outlines the functionality, prerequisites, and acceptance criteria—including code examples and guidelines regarding the existing codebase with which the new addition must interact.
In this way, I pre-determine what the code must look like and how it must behave. No feature is developed blindly or on a whim; rather, every single one must strictly adhere to these established specifications.
Within these carefully defined guardrails, I then hand off the development of the specific feature to the AI. Afterward, I personally review, debug, and—where necessary—refine the entire output.

So, it is not simply a case of me sitting here and waiting for the AI ​​to spit out something cool for me. A tremendous amount of hard work and intellectual effort goes into this process; the AI ​​merely assists me in those specific areas where my own skills are less proficient. However, I do not simply place my blind trust in it; instead, I provide precise and exact instructions—because otherwise, the result would be nothing but nonsense.

Dragoler, May 22nd at 7:52 PM (modified May 22nd at 9:12 PM)
@SevenD: The core idea, the planning, the concepts, the architecture, the individual mechanics, and the interconnections - all of these originate entirely from me. Added to this are countless diagrams illustrating exactly how each individual function is meant to o

So if I was to put this into a more visual metaphor, it's like you drew the lineart of a piece you wanted to make, then used a generative fill tool prompted to create the very specific things that you wanted in those spaces, filled the spaces, and then adjusted the output? I was concerned this is how it worked. A lot of people - myself included - don't consider LLMs to be tools, because as soon as that metaphoric fill bucket starts creating its own details, it is making its own creative decisions. Furthermore, the artist (coder in this case) doesn't learn anything from the chunks of the process they relegated to the algorithm. It does look like a lot of effort was put into this, so I don't want to bash the work you have done, but it is disppointing to find out.

SevenD , May 22nd at 8:36 PM
@Dragoler: So if I was to put this into a more visual metaphor, it's like you drew the lineart of a piece you wanted to make, then used a generative fill tool prompted to create the very specific things that you wanted in those spaces, filled the spaces, and then ad

No, in my view, your analogy doesn't quite hold up here.
The "line drawing" would be more akin to an already shaded, detailed sketch that is then filled in with color. And I - not the AI - determine what that color is. Essentially, the AI ​​simply fills in the areas exactly where I want it to.
These are the "guardrails" I spoke of earlier. Furthermore, the analysis, debugging, spec writing, architectural design, and all the other processes I go through to understand how *Vintage Story's* systems function are absolutely areas where I have learned a tremendous amount. You won't get very far here without learning and understanding the inner workings of the systems you intend and need to modify. And the AI, for that matter, certainly won't either. Without the context and knowledge I’ve acquired to guide it, the AI ​​is just as clueless as anyone else who hasn't taken the time to engage with the subject matter.

Consequently, it’s really starting to rub me the wrong way to constantly hear people claim that "the AI ​​did all the programming," or dismiss it as mere "AI garbage" or "just vibe-coding." There is genuine and extremely laborious work behind this mod; frankly, I’m getting pretty tired of having to constantly justify working in a manner that is standard practice for many other professional programmers out there.

If this topic bothers you so much, and if you aren't even willing to look into the actual work and effort involved before passing judgment, then simply don't install the mod. I’m sick of being constantly dragged through the mud over this. Had I known that people could get this worked up over a mod - one I developed over countless hours in my spare time and released for free - without bothering to look behind the scenes, I never would have released it in the first place.

Dry_Taste, May 21st at 10:58 PM (modified May 21st at 10:58 PM)

People these days can't seem to accept others with an opinion different than theirs and feel the need to attack them relentlessly for it.

Its such a shame, sure AI tech companies are bad but you can easily run LLM's locally (the author never stated what service he uses) and the technology isn't inherently bad. 

Why can't we all just live and let live? 

tRead, May 21st at 10:26 PM

⚠️ Inflammatory and derogatory comments are against rules 3 and 5 and will lead to sanctions when ModDB Moderators are back on duty.  Lack of immediate repercussions doesn't mean you can safely continue. 

 

This is not the place for AI flamewars.  If you don't have any constructive feedback for the mod's function, limit your Comment to just👎and go find something else to do.

 

If you have beef with a particular comment here, use #support-moderators in Discord rather than reply to the person (don't feed the troll).

 

Try to have a nice day.

greed23, May 21st at 9:43 PM

Looks good, too bad it's AI slop vibecoded. 

To be clear, I appreciate you putting the disclaimer in, but morally I can't justify supporting anyone who thinks its acceptable to use LLMs to perform basic tasks a human can do, likely better.  Beyond it just taking people's jobs and stupifying people in fields that really should be learning how to do this stuff by hand, it's also actively fueling these tech oligarchs and their drive to build datacenters.  It's really a shame you could put months of work into the lead up to this but couldn't spend a few hours learning the code that would enable it to come true.

I'm a game designer.  If there is a step in the process that I can't do myself, I learn it.  If I can't learn it, I hire someone who already knows it.  If you can't be bothered to do either, you deserve neither admiration nor financial support.

Waiting for a version of this without AI.

NeoB, May 21st at 10:54 PM (modified May 21st at 11:00 PM)
@greed23: Looks good, too bad it's AI slop vibecoded. To be clear, I appreciate you putting the disclaimer in, but morally I can't justify supporting anyone who thinks its acceptable to use LLMs to perform basic tasks a human can do, likely better. Beyond it just t

Then dont do it, dont comment, dont expect anything and stay away.
unless your comment is meant to give feedback
nobody owes you anything

greed23, May 22nd at 2:58 AM (modified May 22nd at 3:06 AM)
@NeoB: Then dont do it, dont comment, dont expect anything and stay away.unless your comment is meant to give feedback nobody owes you anything

No, I think I will voice my concerns about these projects, thank you very much.

Also, my comment is literally feedback, so like... I have no idea what you want, really.

purple8cloud, May 22nd at 12:29 AM
@greed23: Looks good, too bad it's AI slop vibecoded. To be clear, I appreciate you putting the disclaimer in, but morally I can't justify supporting anyone who thinks its acceptable to use LLMs to perform basic tasks a human can do, likely better. Beyond it just t

THEN MAKE SOME MOD
you dont do anything but crying

why DESIGNER care about implementation of code
FEW hours to learning about code for NEW develop environment?
have u ever just coded ur self?

greed23, May 22nd at 3:01 AM
@purple8cloud: THEN MAKE SOME MODyou dont do anything but crying why DESIGNER care about implementation of codeFEW hours to learning about code for NEW develop environment?have u ever just coded ur self?

It's a visual change that has no great affect on gamplay that I can live without.  There's not really much incentive for me to rebuild this from scratch.  If, however, I spent a few months working on this project like the author claims, then I would probably be invested enough.

Otherwise, I will continue to voice my concerns on projects that use LLMs, regardless of intent or disclosure.

purple8cloud, May 22nd at 3:31 AM
@greed23: It's a visual change that has no great affect on gamplay that I can live without. There's not really much incentive for me to rebuild this from scratch. If, however, I spent a few months working on this project like the author claims, then I would probabl

this is a mod touch tree generation system, stages of growing and the resulting changes to the models
you just call it a VISUAL CHANGE, it just shows you know nothing about coding

Dry_Taste, May 22nd at 8:06 AM
@purple8cloud: this is a mod touch tree generation system, stages of growing and the resulting changes to the modelsyou just call it a VISUAL CHANGE, it just shows you know nothing about coding

Ngl while i wholeheartedly disagree with OP's misguided hatred towards LLM's as a technology, this mod is just a visual change. It does not affect block placement or tree generation in any way shape or form. Please just go argue somewhere else you two. Sincerely, a traditional software engineer. 

Nenn1911, May 22nd at 4:46 AM
@greed23: Looks good, too bad it's AI slop vibecoded. To be clear, I appreciate you putting the disclaimer in, but morally I can't justify supporting anyone who thinks its acceptable to use LLMs to perform basic tasks a human can do, likely better. Beyond it just t

I am curious, do you also opposed game engines also? They make it possible to make projects with out writing all the code, like the AI does. Or is one way to not write all the code ok and the other isn't? What about people that write books but hire editors? With editors the code, I mean book wasn't written totally by the author of the book. I'm just trying to figure out people's views.

greed23, May 23rd at 7:50 AM
@Nenn1911: I am curious, do you also opposed game engines also? They make it possible to make projects with out writing all the code, like the AI does. Or is one way to not write all the code ok and the other isn't? What about people that write books but hire editor

It entirely depends on the game engine and the tools it provides and how the developer is using them.  Generally speaking if you're using a prepackaged Unreal assets and import your own or purchased assets on the Lyra default project, you're just asset flipping, and no, that's not okay.  Look at Digital Homicide for examples of prolific asset flipping.

You're never going to avoid touching code if you're making a genuine project that's not just a hack job asset flip.  I don't think you really know what an engine is, exactly, from your question.  The difference between a game engine and AI is that a game engine is akin to a concrete foundation that you then build a house upon (i.e. code your game inside of); AI is akin to hiring the cheapest and most unqualified people you can to build on swampy, unfounded ground, and when they get done you claim to have built the house because you replaced a broken window.

I'm not even going to humor the insane comparison of an aurthor hiring an editor because... that's standard practice in every industry, editors are proof-readers that catch mistakes, what are you on about? A more appropriate comparison would be an author hiring a ghost writer and then claiming they wrote the book which IS looked down upon.

Nenn1911, May 23rd at 12:11 PM
@greed23: It entirely depends on the game engine and the tools it provides and how the developer is using them. Generally speaking if you're using a prepackaged Unreal assets and import your own or purchased assets on the Lyra default project, you're just asset fli

No I do know what a game engine is. And I wasn't talking about using assets. I meant using a game engine to help build a game like unreal, unity or godot. I have both used gane engines and make projects where you cheated the code your self where you even write out the code where you have to create the window for your code graphics to display in, to gather the input and keep it in a buffer until you can use the key press. That is what I was asking about. The game engine makes the foundation for the "house" then you build the house with premade "panels" in a game engine you can make an asset with blender or maya, they are programs you can make the 3d models in, and drag it into the game engine and it will be usable right then. If you program it with out the game engine you have to program the import code to get the assets into a game, or you install a library to do it for you. A library is a set of pre made code someone else wrote to do a task like import assets. I was asking your view on someone using a game engine to make a game instead of creating their own code. It seemed by your response that you don't really know what a game engine does so I wanted to make sure you knew what I meant. And if your not ok with someone using a game engine what about the librarys someone else makes? Again I'm not talking about assets at all. Thank you for your time.

greed23, May 23rd at 7:38 AM
@Oweyan: a game designer who hasn't made any mods but bashes others for actually creating hmmm.... intresting

"A movie producer who's never made any indie films, interesting..." what.

Oweyan, May 23rd at 11:16 PM
@greed23: "A movie producer who's never made any indie films, interesting..." what.

it doesn't seem like you have created anything for the community is my point but you are bashing others.

Am4ne, May 21st at 9:06 PM

Just gave it a short try and it looks incredible, amazing work, can't wait to play with it.

 

One thing that stood out after a quick look around is that some tree shapes felt a bit odd to me, especially trees with few or no branches. I think in irl trees their trunks and branches change fairly little with height or length and are much more dependant on the size and number of offgoing branches. To me it looks like the mod currently shrinks trunks/branches size (too) heavily based on length, which looks great on trees with fairly evenly spaced branches, but makes trees that have irregular or no branches at all look a bit strange.

SevenD , May 22nd at 6:28 AM
@Am4ne: Just gave it a short try and it looks incredible, amazing work, can't wait to play with it. One thing that stood out after a quick look around is that some tree shapes felt a bit odd to me, especially trees with few or no branches. I think in irl trees th

Yes, that’s true.
Initially, my goal was to develop a general solution that works equally well for all trees. Given a foundational system capable of generating an infinite variety of tree shapes and block combinations, it is difficult to bring them all up to the same high standard - and unfortunately, the smaller trees do fall short a little in this regard.
However, I do plan to better individualize these cases so that tree shapes of specific sizes and varieties are rendered more accurately - once the initial teething troubles with the underlying system have been resolved.

Tharavad, May 21st at 7:19 PM

Following this, really cool concept and like what I see so far.  Would be cool if roots provided soil stability to help prevent floating trees you usually get from landslides. 

egoanditspwn, May 21st at 6:43 PM

strange issue ive found after adding this to my mod list.

the fruit trees from wildcraft show with some black squares, except it didn't occur with just this, wildcraft: fruits and nuts, and herbarium (required for wcf&n)

i was able to get rid of all my other mods except age of confession, botaniastory, electrical progressive core basic and qol, floral zone series, fotsa series, and geology additions.

removing any single one of these mods seems to stop the issue, but none of them on their own with wcfn and this mod seem to replicate it. i know floral zones and fotsa aren't up to date and give errors, but they played well enough before adding this. since it only occurs with such a strange combo of mods, i'm guessing it's not really directly related to this mod, but since this is a new release and only began after i added this to my modlist, i figured i'd mention it here, in case anyone else experiences this odd issue

SevenD , May 21st at 8:41 PM (modified May 21st at 10:37 PM by a moderator)
@egoanditspwn: strange issue ive found after adding this to my mod list. the fruit trees from wildcraft show with some black squares, except it didn't occur with just this, wildcraft: fruits and nuts, and herbarium (required for wcf&n) i was able to get rid of all my ot

Could you please send me a screenshot of the issue and a list of the mods that are causing it? I have an idea what's causing it, and that would be the same fix that has worked for many other reports.

Tuffy, May 21st at 5:58 PM (modified May 21st at 5:58 PM)

In the trailer video, you show several streams that cascade down slopes quite splendidly!  Can you tell me what other mods you used making that video that produce such stunning visuals?

 

Greatly appreciated!

SevenD , May 22nd at 5:43 AM
@Tuffy: In the trailer video, you show several streams that cascade down slopes quite splendidly! Can you tell me what other mods you used making that video that produce such stunning visuals? Greatly appreciated!

Sure. These are the mods I used in the Trailer:

- Algernon's Terrain Sampler
- Algernon's Watersheds
- Ancestral's Bliss Shaders
- Farseer
- Natural Foliage
- Terra Pretty
- Valks Fuzzy Clouds

Heegrim, May 21st at 5:57 PM

Incredible work!

Vanteal, May 21st at 5:14 PM

image

Noticed some texture/color explosions in a few trees. 

SevenD , May 21st at 8:44 PM
@Vanteal: Noticed some texture/color explosions in a few trees.

You're the next person to run into this issue. I know what's causing it, but I can't reproduce it. A request for you as well: please send me a list of the active mods that are causing the problem so I can recreate it.

Vanteal, May 21st at 9:32 PM
@SevenD: You're the next person to run into this issue. I know what's causing it, but I can't reproduce it. A request for you as well: please send me a list of the active mods that are causing the problem so I can recreate it.

I have a hunch it's the Biodiversity:Trees mod. I turned it off and started a new world, and haven't seen any trees like this since. 

SevenD , May 22nd at 9:46 AM
@Vanteal: I have a hunch it's the Biodiversity:Trees mod. I turned it off and started a new world, and haven't seen any trees like this since.

In my opinion, all these texture issues share the same underlying cause.
I have encountered this problem previously with the wood blocks.

My mod examines every wood block within a tree, retrieves its properties, and transfers them to a newly generated block - one that is tapered and aligned with the direction of growth.

In this process, the texture is also inherited and applied to the new object. Specifically, the coordinates corresponding to that texture within the texture atlas generated by Vintage Story - a 4096x4096 pixel image containing all textures arranged in a grid - are recorded. The texture located at those specific coordinates is then applied to the new block.
However, when numerous additional mods are introduced - bringing with them a multitude of new textures - a single page of the texture atlas is no longer sufficient, necessitating the creation of a second page. My mod, however, was previously designed to recognize only a single page. Consequently, if the coordinates themselves were technically correct, but the actual texture resided on a different page, the wrong texture would be rendered onto the block. I resolved it by ensuring that the page number was included alongside the texture coordinates.

Unfortunately - and something I only discovered after the release - it appears that my own custom textures, specifically those used for the "Foliage Connectors" (the transitional branches situated between the wood and the leaves), are also susceptible to this very issue. I am currently working on a solution for this.

digitalbeth, May 21st at 5:09 PM

I'm absolutely blown away by this. Incredible work!!

 

Thank you for the transparency on your use of AI. Personally, I think you're using it how it should be used... as a tool to assist with already fleshed out ideas. 

IWillSoonReturn, May 21st at 4:58 PM

mod's so good that I can honestly put my disdain for AI aside and enjoy this

well done

SevenD , May 21st at 8:59 PM
@IWillSoonReturn: mod's so good that I can honestly put my disdain for AI aside and enjoy thiswell done

Oh, that makes me especially happy. I can understand your reluctance - and I can even relate to it. That makes me all the more pleased that my work and the results were able to win you over in this case :)

IWillSoonReturn, May 23rd at 9:41 PM (modified May 23rd at 9:41 PM)
@SevenD: Oh, that makes me especially happy. I can understand your reluctance - and I can even relate to it. That makes me all the more pleased that my work and the results were able to win you over in this case :)

quick question, do you plan to ever redo the code if you learn how to properly code without AI? I'm sure it'd get more downloads if there was a hand-coded non-AI assisted version. C# is incredibly fun to work with so I'd recommend trying your hand at it :)

The mod has great potential, I've noticed some odd thin trees sometimes but other than that it's great. I hope that one day you can touch up upon and remove the AI assistance from the mod but that is not to disparriage or shame you, rather it is because I see immense potential in your mod and think that learning how to code without AI could help you with future projects as well

SevenD , May 23rd at 11:55 PM (modified May 23rd at 11:59 PM)
@IWillSoonReturn: quick question, do you plan to ever redo the code if you learn how to properly code without AI? I'm sure it'd get more downloads if there was a hand-coded non-AI assisted version. C# is incredibly fun to work with so I'd recommend trying your hand at it :

I already have some coding experience. I learned PHP and JavaScript back when I was doing web design, and I started learning C++ and C# to develop my Twitch chatbot. So it’s not that I can’t code—I just don’t have a lot of experience with it yet.

I’m actually a graphic designer. I have 25 years of experience in graphic design, illustration, 3D modeling, animation, and film editing, and I have a pretty solid skill set in these areas. I also work closely with our programmers at work, which keeps me very up-to-date on the subject.

I’ve always wanted to expand my skill set with coding so I can bring my ideas and concepts to life in software and modding. But coding is much harder for me than graphic work, which is why these processes take me longer than they do for people whose brains are better at handling it.

 

But I’m very good at designing the necessary concepts and architectures because I understand how everything is connected and how it needs to work. I’m just not that good at the actual writing part. I know that, and I want to improve so I can do it better myself. And that’s where AI comes in handy. I don’t just let it do whatever it wants; I specify exactly what to do and what not to do. I have every step of the process explained and documented in detail, which allows me to learn from and better understand each task. I review every step and test everything as thoroughly as possible to ensure no errors occur and the code remains clean and structured.

 

All in all, it’s not like I have absolutely no idea what I’m doing and am just letting the AI generate random code. Everything makes sense and is neatly structured according to my specifications. The AI is a huge help in the learning process, and working on this mod has made me better at this than I’ve ever been before. I’m very proud of the result. It might not be perfect yet, and many people might dismiss it outright as AI junk without wanting to question the work, my effort, or the background behind it.

But I know that’s not the case, and I’ll try not to let that discourage me from getting better.

 

Long story short. To answer your question: Yes, once my coding skills have reached the appropriate level, I would certainly rewrite it entirely from scratch myself.

But I’m not ashamed of having worked the way I did. Because contrary to many claims, I’m not just lazy. Quite the opposite. I put in an enormous amount of effort to develop the mod and to improve myself as well. If people don’t want to see or understand that, that’s a real shame, and I’m sorry about that. But I’m proud of what I’ve accomplished along the way, and I’ll keep going down this path to make it even better.

 

Sorry for the wall of text.

Ganlhi, May 21st at 4:51 PM

Just tested, and I have a mix of affected and not affected trees.

b_achey, May 21st at 5:03 PM
@Ganlhi: Just tested, and I have a mix of affected and not affected trees.

This happened to me at first too - I noticed that with time, things filled out and more trees were rendered. 

danish_doughnut, May 21st at 5:19 PM
@Ganlhi: Just tested, and I have a mix of affected and not affected trees.

I have the same problem, I'm guessing its due to Lakul's Vanilla Trees in my case. Since trees are significantly larger than in vanilla, Eco Machina might have more trouble rendering them compared to vanilla trees. That's a complete guess on my part though lol.

 

Vinter_Nacht, May 21st at 10:31 PM
@Ganlhi: Just tested, and I have a mix of affected and not affected trees.

Have you tried restarting your client? That fixed it for me.

Quartofel, May 21st at 4:50 PM (modified May 22nd at 11:10 PM)

I was hoping for a long time for VS equivalent for The Other Block Game's Dynamic Trees. It looks great, very versatile implementation. Can't wait for root and ecosystem!

And kudos for being transparent about using AI - could've said nothing and prolly only few would notice.

SevenD , May 21st at 9:05 PM
@Quartofel: I was hoping for a long time for VS equivalent for The Other Block Game's Dynamic Trees. It looks great, very versatile implementation. Can't wait for root and ecosystem!And kudos for being transparent about using AI - could've said nothing and prolly onl

Thank you very much. I’m really looking forward to those features, too.

 

Thanks also for the feedback on the AI topic. I actually hadn’t thought about it at all at first because it’s now such an integral part of my work. When a few people brought it up, I thought it would be better to be transparent about it right away. 

 

There are some people who are determined to see fraud or something similar whenever they see that AI has been used, without questioning how much work actually goes into it before the AI even comes into play. 

Salohcin, May 21st at 4:20 PM (modified May 21st at 4:25 PM)

 

Love the mod - although some of the trees can look a little funky lol

imageimageimage

SevenD , May 21st at 9:08 PM
@Salohcin: Love the mod - although some of the trees can look a little funky lol

The middle one seems to be triggered by a mod. Which one is it?

 

The last one is definitely a bug. Although in this case, I don't understand why the tree is reacting that way.

 

Yeah, in a game where trees can be generated in endless shapes, it's tough to come up with a concept that reliably covers every possible situation 😅

PapitoPapz, May 21st at 4:18 PM

WORKS WITH Lower Textures Pack (16x) by Torvosaure

mnjones, May 21st at 4:17 PM

Thank you for the mod, its fantastic!

If anyone else encounters the issue where trees don't update after the mod is installed, turning the server/world off and on again fixed it for me.

Vinter_Nacht, May 21st at 3:40 PM (modified May 21st at 3:46 PM)

This is interesting.  I'm having trees flicker between vanilla blocks and Eco Machina's appearance.  Maple Trees appear to be largely unaffected, and in one case, a pine tree was only Eco Machina blocks from about halfway up.  This is on a server, mind you, and I didn't check to see if it's server optimized.  I'm still looking around to see what else is going on. This was loaded into a world-in-progress, if that matters. 

Update: Logging out and back into the server again seemed to help fix the issue.  Though the flickering at distance between Vanilla/Eco still happens.

Vinter_Nacht, May 21st at 10:30 PM (modified May 21st at 10:30 PM)
@SevenD: Okay, this is a bug I'm hearing about for the first time. It will probably be difficult to reproduce.

As a fellow modder, I absolutely hear you. I'll see if it keeps happening and keep you updated on what I find.

The conditions were:
1 - Existing world on a remote server
2 - First log in with a client using Eco Machina for the first time
3 - The tree closest to spawn was updated, and only some pine trees were eco trees.  One was partially generated from half-way(ish) up.
4 - No other trees were eco trees.
5 - Restarting the *client* fixed it.  I did not restart the server (aside from after installing it for the first time)
6 - The tree closest to spawn is the one that flickers, and only that tree so far.  It's also the only observed tree that's next to other blocks. (Wattle & Daub Blocks)

WhiteDwarf, May 21st at 3:14 PM

Wow, this mod is exploded. So many people for 1 day 😄1300 downloads for 18 hours is crazy

SevenD , May 21st at 9:11 PM
@WhiteDwarf: Wow, this mod is exploded. So many people for 1 day 😄1300 downloads for 18 hours is crazy

I just took a look and couldn't believe my eyes. Over 1,600! 😳

I never would have expected that.

PapitoPapz, May 21st at 2:52 PM (modified May 21st at 2:53 PM)

HELL YEAH, I remember seeing this idea on the reddit months ago haha and here we are

Is this compatible with falling trees ? I am probably sure if it is not then salty would help and make it compatible cause he always has been a real chill and kind modder in the VS modding scene

Kittens_Bane, May 21st at 1:26 PM

You rocked this! So glad I could add it to my current world

Lexith, May 21st at 1:17 PM

Love this so far! I love the organic look.

A few things to note. I added it to my server and when I loaded in, only some trees had changed and if I tried to chop down the trees, the moment my axe touched them they defaulted back to vanilla look. So I went ahead and restarted my server (it is dedicated) and upon loading back in, all trees are as they should be with the mod! Love it. And when chopping them, they stay the way the mods makes them. With that said, I use Salty's falling trees mod, so once the tree I was choping reached 100% chopped, it does turn back into vanilla from the moment the tree is felled and when it hits the ground. Obviously that is not a huge issue, but figured I would mention it here in case you wanted to make it compat. with the falling tree mod so when it begins to fall and when the tree hits the ground, it keeps the modded textures.


SevenD , May 21st at 1:45 PM
@Lexith: Love this so far! I love the organic look.A few things to note. I added it to my server and when I loaded in, only some trees had changed and if I tried to chop down the trees, the moment my axe touched them they defaulted back to vanilla look. So I went

Thanks for the feedback; it's good to know it's working on the server.
I'm aware of the issue with the Falling Trees mod. I'll see if there's anything that can be done about it.

Corfax, May 21st at 1:16 PM

Optical very pleasing, but i still decided to wait a while for this one after testing it on our running server. The performance impact to change all trees is huge (and i would suggest to not run it in an ongoing game, as it totally lags the server when generating new chunks and updating the old ones). 
As well as player complained about their own performance impact on their side (even in regions that have already changed to these new trees) 

Good thing to mention: you can just remove the mod without any further errors. It just switches back to the vanilla trees, which is a huge plus for giving it a try.

SevenD , May 21st at 1:44 PM
@Corfax: Optical very pleasing, but i still decided to wait a while for this one after testing it on our running server. The performance impact to change all trees is huge (and i would suggest to not run it in an ongoing game, as it totally lags the server when ge

Thanks for the feedback.
That's good to know, since I don't have a way to test it thoroughly on a server. I'll see what else I can do to optimize its performance.

Gerard_, May 21st at 12:22 PM

It would be nice if they still lost their leaves in winter, or if the graphical representation of leaves on trees were replaced with tiny twigs, or if they disappeared completely, just like in real life. Unfortunately, in the real game, this distorts the overall view of the seasons, as it only affects fruit trees and fruit bushes. It would be nice to see that a mod like this, specifically focused on trees, also included their appearance in winter (with only the branches covered in frost or snow) and in spring, when the leaves emerge.

SevenD , May 21st at 12:28 PM
@Gerard_: It would be nice if they still lost their leaves in winter, or if the graphical representation of leaves on trees were replaced with tiny twigs, or if they disappeared completely, just like in real life. Unfortunately, in the real game, this distorts the

The branches are already in the game. You can see them in the trailer, too. Falling leaves in the fall and bare trees in the winter are part of the plan and will be one of the future features.

 

RayTC, May 21st at 11:37 AM

seems cool but something seems off about this all once looking further into it, not gonna trust it with my large server yet

Ferik, May 21st at 10:51 AM

Two bugs here since I dont see them mentioned yet;
Thin trees sometimes generate through an empty block. In the sense that there's a black hole (not just a hole from a block missing?) and the tree itself grew from there
Vines growing from trees that are further away from the trunk cannot be interacted with (if the vines are growing onto the trunk, then they can be broken)

SevenD , May 21st at 11:43 AM
@Ferik: Two bugs here since I dont see them mentioned yet;Thin trees sometimes generate through an empty block. In the sense that there's a black hole (not just a hole from a block missing?) and the tree itself grew from thereVines growing from trees that are fur

Hmm, this isn't so much a bug as a logical consequence of the mod's logic, combined with a minor glitch.

Let me break this down briefly:

Some trees are generated with only a few wood blocks, and sometimes trees are generated with their first wood block one block deep into the ground. The number of wood blocks stacked together determines how thick the tree is at its base. The end of a branch/trunk always has the smallest thickness level, and the longer it gets, the thicker its base becomes. If a tree has, say, only three wood blocks as its trunk, then these are still quite thin. So far, so logical.

If the tree is generated so that its first block is in the ground, then it tapers into the ground and stands in that hole.
The hole is black because no light shone in at this spot on the vanilla tree, since the wood block completely filled the hole. Now that the block is narrower, you can see into the hole, but the lighting hasn’t been updated. So the fix would involve adjusting the lighting in the hole.

As for the vines, I noticed that too. I had been working on the vines most recently, and it seems the collision boxes didn’t move along properly. It’s noted and will be fixed.

M201200, May 21st at 10:47 AM

Does not seems to work in already existing world
Here is the mopd list:

Spoiler

AltMapIconRendererContinued_1.22.0_v1.6.0.zip
apewindows-v1.22.0-1..0.zip
apewrenchroof-v1.22.1-1.4.0.zip
awearablelight-v1.1.9.zip
Beamium_1.2.2.zip
bedspawnv2_1.7.0.zip
bettererprospecting_3.2.6.zip
BetterRuinsv0.6.1.zip
BetterTradersv0.2.0.zip
BetterTranslationsv0.0.42.zip
bradyladders-v1.2.0_v1.22.0.zip
CarryOn-1.22.0_v1.14.0.zip
CatchLedge_0.7.1.zip
CaveSymphony_1.2.2.zip
charlottesclothesv1.3.4.zip
ChiselTools1.17.1.zip
collapsestory 0.6.7.zip
configlib_1.12.0.zip
continentalworld_1.1.2.zip
coriaendershaders-v1.2.1_v1.22.2.zip
creaturefootstepsV1.2.2.zip
DanaTweaks-v4.0.0.zip
DarcesDriftersRedone-1.2.8.zip
DiverseDiets-v1.0.4.zip
dressmakers-1.8.0.zip
Effortless Structures_0.1.2.zip
EvenJugIncrements121-1.1.0.zip
expanded_matter-3.5.3.zip
farseer_1.4.0.zip
FemaleSeraph_0_4_8.zip
firewoodtostick.zip
foodshelves_3.0.2.zip
FotSA-Caninae-v1.1.5.zip
FotSA-Machairodontinae-v1.1.9.zip
FotSA-Pantherinae-v1.2.13.zip
FotSA-Sirenia-v1.0.27.zip
gourmand_1.8.8.zip
infinitumpickupmod_1.2.9.zip
jsonpatcheslib_1.5.2.zip
kevinsfurniture_1.9.0.zip
Knapster_v4.0.0.zip
knitting_2.0.2.zip
LessDrift.zip
ManualDishes_0.1.2.zip
millwright_1.3.3.zip
MorePiles-v3.0.1.zip
OresAPlenty-3.3.0.zip
overhaullib_2.0.8.zip
placeonslabs_1.1.2.zip
playermodellib_1.18.4.zip
primitivesurvival_5.0.5.zip
realsmoke_1.2.0.zip
RealSmokeQPPatch1.0.zip
rivers_5.0.0.zip
rockstratavariety_0.0.4.zip
SaltAndSands-1.3.0.zip
shearlib-1.3.0.zip
simpleMapMarkers_3.0.0.zip
sortablestorage_3.0.0.zip
statushudcont_4.3.1.zip
StepUpAdvanced_v1.3.0.zip
stonebakeoven_1.2.3.zip
StoneRailings.1.4.0.zip
tailors_delight-2.2.0.zip
TankardsandGoblets_v1.4.2.zip
TemporalSymphonyFork_0.0.1.zip
terrainslabs_1.0.15.zip
TerraPrety_7.10.2.zip
th3dungeon_0.5.0.zip
toolsmith_1.2.15.zip
translocatorengineeringredux_1.6.6.zip
undergroundmines_1.0.6.zip
valksfuzzyclouds_2.1.1.zip
valkyrjavessels.zip
VaultAndRoll_0.1.2.zip
vintage-shader-polish-0.1.42.zip
vsecomachina_0.4.0.zip
vsimgui_1.2.5.zip
vsroofing_1.5.5.zip
vsvillage_v5.1.4.zip
VSVillageAgedv0.0.8.zip
VSVillageIndustrialv0.0.8.zip
VSVillageTowersv0.0.8.zip
watersheds_6.3.5.zip
windchimes-1.22.0-v1.5.0.zip
wool-1.9.1.zip
zoombuttonreborn_2.0.2.zip

 

@jupifox3, you should really care about quality, not a tool used by a modder. But you do you.

M201200, May 21st at 4:44 PM
@SevenD: That's strange. It works fine in my existing worlds. I'll see if I can reproduce that.Have you tried MaxVZD's tip?

After couple of restarts it does work now. Looks good. Should be implemented in the base game.

Thanks for the mod!

jupifox3, May 21st at 10:05 AM

I was excited about this mod but after finding out it's all vibe coded I kinda don't care anymore

Andrello, May 21st at 11:44 AM
@jupifox3: I was excited about this mod but after finding out it's all vibe coded I kinda don't care anymore

@jupifox3 Ok, we will use this beautiful mod that took months to make, and you will not, your choice.

SevenD , May 21st at 11:47 AM
@jupifox3: I was excited about this mod but after finding out it's all vibe coded I kinda don't care anymore

It would be nice if you would first consider the work that went into it, rather than making sweeping judgments just because a tool was used that you personally don't like.
I worked very hard on this for several months, and it had nothing to do with “I enter a prompt and sit back while the AI does my work.”

jupifox3, May 21st at 6:12 PM
@SevenD: It would be nice if you would first consider the work that went into it, rather than making sweeping judgments just because a tool was used that you personally don't like.I worked very hard on this for several months, and it had nothing to do with “I ente

It's not about me liking it, it's more about using what's aligned with my moral compass. I'm fine not using this mod, and I don't blame anyone using it because it does look nice and thanks to LLM it enables many mod creators to jump on coding adventure and creating mods for this or any other game. I just don't feel comfortable using this mod now and I appriciate disclaiming AI use in your description, that's it.

SilverValkyrie, May 23rd at 6:34 AM
@jupifox3: It's not about me liking it, it's more about using what's aligned with my moral compass. I'm fine not using this mod, and I don't blame anyone using it because it does look nice and thanks to LLM it enables many mod creators to jump on coding adventure an

I am sorry to tell you but we will be in for hard times. 

 

Nowadays it became industry standart to use Ai assisted coding in development, especially in corporate enviroment. Sure you may not see it but it is there and its not going away any time soon.

 

This is the reason why im also switching fields and becoming a sys admin rather then a dev

Pdawg, May 21st at 10:05 AM (modified May 21st at 11:38 AM by a moderator)

Holy smokes, this looks like an absolute must have mod. I'll try it out asap, thanks for taking care of trees :)

One question for further development, I've recently spoken with SaltyWater in discord about the possibility to make certain trees shed their leaves in late fall and winter and regrow them in spring. Do you plan to add this in one of your future iterations by any chance? :)

OzzyMoo, May 21st at 10:00 AM

Already loving the mod. Made our savanna look gorgeous!

I just found a tiny mod compatability problem with the Biodiversity: Trees mod.

Some branches have problems getting the right textures as some tree´s used a completely different texture, or with one case even the default textures for moddeling.
Dunno why this happens but wanted to give you this info :)
(I´d upload an image but idk how to do it xP)

SevenD , May 21st at 11:50 AM
@Fairyfloss: Can confirm. Here's a Thuya tree from Biodiversity: TreesGallery

Ah, thanks. Something's not right with the Foliage Connector textures.
It seems to be a texture atlas issue, which I also had with the wooden blocks before and have already fixed.
And what other mods are you using?

FlayedCrusader, May 21st at 8:13 AM

Big chance this will end on my permanent mod list. 

I noticed that trees that grow after world gen dont get rendered. I assume this is not how it is intended?

SilentCedric, May 21st at 7:01 AM

Love the idea of this mod but I think I'll wait for the few small issuses like the Z-fighting or the floating beehives or the reported FPS hit get fixed before I try it, but I will be following future updates to this mod to see how it improves with time.

Spaturno, May 21st at 6:53 AM

Awesome. Hit a bit of FPS loss but acceptable, and the trees are lovely. Great job, and thank you!

GOODYOB, May 21st at 5:36 AM

Sometimes it doesn't work on some trees, doesn't matter big or small. May very well be related to Better Forest. Also the mod has some trouble with really small trees like short birches - sometimes the trunk is practically a stick despite a lot of foliage on top of it. Though I'm not exactly en expert. Maybe this is fine actually?

In any case this mod IS AMAZING. The forests have never looked better and I'm convinced a similar system should be implemented in vanilla because these trees fit the game's style significantly more than the regular thick cube trees

SevenD , May 21st at 6:17 AM
@GOODYOB: Sometimes it doesn't work on some trees, doesn't matter big or small. May very well be related to Better Forest. Also the mod has some trouble with really small trees like short birches - sometimes the trunk is practically a stick despite a lot of foliage

Thanks for the feedback.
I've noted the issue and will look into it.
As for the small trunks, that's due to the way the mod works and how it calculates the thickness of branches. The longer a branch is, the thicker it becomes at the base. If a branch or trunk is only 1–2 blocks long, it is rendered accordingly. It’s certainly possible to handle and program special cases, but I wanted a general solution that works for all trees first. I’ve made a note of it and will think about it.

BitCracker, May 21st at 5:10 AM (modified May 21st at 11:38 AM by a moderator)

Wow, This is amazing

LexicalAnomaly, May 21st at 5:03 AM

Do fruit trees interact with this system or do they still use vanilla appearance? 

SevenD , May 21st at 6:18 AM
@LexicalAnomaly: Do fruit trees interact with this system or do they still use vanilla appearance?

No, fruit trees aren't affected by this. Only regular trees are.

LexicalAnomaly, May 21st at 11:39 PM
@SevenD: No, fruit trees aren't affected by this. Only regular trees are.

Do you plan to add that in a future update? I think it'd be nice, they stick out even more now and the vanilla ones look kind of ugly anyways. 

SevenD , May 22nd at 10:38 AM
@LexicalAnomaly: Do you plan to add that in a future update? I think it'd be nice, they stick out even more now and the vanilla ones look kind of ugly anyways.

I actually don't have any plans for that yet, as they function completely differently from normal trees and would likely require an entirely different system to be written.
Consequently, it's not currently on my radar. However, I don't want to rule it out completely, either.

Algernon, May 21st at 5:03 AM

One of the must have mods from now on

Lich, May 21st at 4:13 AM

I'm also on the linux flatpak and I'm not having any issues with crashing, fwiw

Alcalde, May 21st at 3:49 AM

Crashes every time just after the game load in, on Linux Flatpack

SevenD , May 21st at 6:18 AM
@Alcalde: Crashes every time just after the game load in, on Linux Flatpack

I can't reproduce that because I don't use Linux.
Do you have any log files or a crash report for me?

Doomstrike53, May 21st at 2:51 AM

Randomly came accross the trailer on Youtube and I gotta say, this looks incredible. Can't wait to try it out.

Tyeia, May 21st at 2:44 AM

If this just changes rendering of the trees, could it not just be a client side mod?

SevenD , May 21st at 6:20 AM
@Tyeia: If this just changes rendering of the trees, could it not just be a client side mod?

No. The trees are scanned on the server side, prepared for conversion, and the information is stored in the game world so that it works in multiplayer mode as well. On the client side, only the rendering is processed.

Pineas, May 21st at 1:30 AM

What an excellent idea for a mod. Nearly flawlessly executed, too! Certainly worth watching for future updates and improvements.

Will the dynamic growth stay optional forever? I worry that if it becomes a permanent feature of the mod, it's going to break compatibility with other tree-related addons, like for example Lakul's Enhanced Vanilla Trees, which makes all trees much larger.

SevenD , May 21st at 6:22 AM
@Pineas: What an excellent idea for a mod. Nearly flawlessly executed, too! Certainly worth watching for future updates and improvements. Will the dynamic growth stay optional forever? I worry that if it becomes a permanent feature of the mod, it's going to break

Yes, all upcoming features that affect gameplay - not just the visuals - will always be optional, so you can customize the mod to suit your preferred playstyle.

prankb0y, May 21st at 1:13 AM

I've been following this for a while, so excited to see a downloadable release! <3

Timbrage, May 21st at 12:31 AM

I've been following your progress on reddit and was scrolling through mod db page right now while waiting for my copper to get ready, had to stop and install this right away! 
Such an amazing and creative mod, congratulations!

SniperGecko, May 20th at 11:53 PM

No you're breathtaking!

NeoB, May 20th at 11:46 PM

oh yess finallyyy

ArcticTron, May 20th at 11:46 PM

I remember seeing that this mod could work with the Floral Zone trees which is nice.

 

I do also think the planned mechanics listed sound really neat, it would definately be neat to see tree physically grow taller from a sapling.

BlackMoonHowling, May 20th at 11:21 PM

I do play with a few other mods but I have encountered an issue where on wildcraft trees specifcally the cedar trees have enlarged versions of the butterfly textures sticking out of them, any idea what could cause this?

SevenD , May 21st at 6:25 AM
@BlackMoonHowling: I do play with a few other mods but I have encountered an issue where on wildcraft trees specifcally the cedar trees have enlarged versions of the butterfly textures sticking out of them, any idea what could cause this?

Yeah, I actually have an idea.
When you say they stick out from the trees, do you mean where the branches should be connecting to the leaves?
Do you have a screenshot for me?

SevenD , May 21st at 7:33 AM
@BlackMoonHowling: I do play with a few other mods but I have encountered an issue where on wildcraft trees specifcally the cedar trees have enlarged versions of the butterfly textures sticking out of them, any idea what could cause this?

I tested it with that mod and couldn't reproduce the error.
It works fine for me when used with Wildcraft Trees.
What other mods do you have installed?

Sokolov_, May 20th at 11:14 PM

I've been waiting for this to come out! So excited!  

How demanding is the mod performance--wise? 

SevenD , May 21st at 6:25 AM
@Sokolov_: I've been waiting for this to come out! So excited! How demanding is the mod performance--wise?

For me, it runs smoothly and without any issues - especially after the recent optimizations.

Buttermilk, May 20th at 11:06 PM

this is awesome! if i add it to an existing world will existing trees update?

Timbrage, May 21st at 12:32 AM
@Buttermilk: this is awesome! if i add it to an existing world will existing trees update?

Yes! Existing trees update when you get close

Habbinal, May 20th at 11:06 PM

Love it already.

Zkinny, May 20th at 11:03 PM

Wonderful mod, now i only need Saltys Falling Trees to work with yours and im in heaven.😄

TheDarkPlague, May 20th at 10:52 PM

Thank you so much for this mod! I'm still undecided about the look of the branches—I'm not sure if I prefer them as they are or if I'd rather they looked more like Dynamic Trees in Minecraft. In any case, congratulations!

Skagrix, May 20th at 10:39 PM

Thank you for this wonderful addition to the community! This is stunning, been following progress for weeks!

JeanPierre, May 20th at 10:34 PM

My ass is not leaving the forest, INSTANT CLASSIC <3 

Sykododo, May 20th at 10:24 PM

Been following this for a while and its been great but I did notice something weird where using the magicwand for creative work, the select function just stops working. This is the only mod installed today and its when it stopped. 

SevenD , May 20th at 10:42 PM
@Sykododo: Been following this for a while and its been great but I did notice something weird where using the magicwand for creative work, the select function just stops working. This is the only mod installed today and its when it stopped.

Oh, darn. That's a mistake. I was using the magic wand in the mod's developer mode for debugging output and forgot to turn that mode off for the release.
I'll fix it tomorrow and release an update. Sorry for the inconvenience.

Sykododo, May 20th at 11:39 PM
@SevenD: Oh, darn. That's a mistake. I was using the magic wand in the mod's developer mode for debugging output and forgot to turn that mode off for the release.I'll fix it tomorrow and release an update. Sorry for the inconvenience.

That's all good! Nonetheless, this mod is amazing and your hard work has seriously paid off.

 

I did want to ask, is it possible to "create" your own trees, currently working on a project and big fancy old oak tree is required and your mod would take it to 11.

MortalDutch, May 22nd at 1:50 AM
@SevenD: Oh, darn. That's a mistake. I was using the magic wand in the mod's developer mode for debugging output and forgot to turn that mode off for the release.I'll fix it tomorrow and release an update. Sorry for the inconvenience.

This mod broke the magic wand for me as well. I'm living without it for now as I really like the mod otherwise, but I am going to need it again eventually lol

SevenD , May 22nd at 10:35 AM
@MortalDutch: This mod broke the magic wand for me as well. I'm living without it for now as I really like the mod otherwise, but I am going to need it again eventually lol

The magic wand has been repaired, and I’ve built my own so that they no longer get in each other's way.
The fix will be included in the next update.
Once again, apologies for the inconvenience.

ArsenikMilk, May 20th at 10:15 PM

I think I first saw this back near the start of development but only recently started following. Been very excited to see the progress on this. Great work! I'll be super excited to try this out. 

ryna, May 20th at 10:07 PM

goes without saying that this is pretty much how the vanilla trees should be in Vintage Story

BastionBarrow, May 20th at 9:53 PM

Fantastic!  This is joining my list of must-have mods.

0_81, May 20th at 9:35 PM

incredible

this seriously fits VS so well!

Lakul, May 20th at 9:29 PM

IT'S HAPPENING

Stranger92, May 3rd at 2:58 PM

Absolutely stunning. Should be vanilla, honestly.

Burksty, May 2nd at 8:39 PM

Really cool mod, can't wait to follow it's development

kamipixel, May 2nd at 6:46 PM

Oh this is very cool

Maalkav, May 2nd at 11:20 AM

I'm interested!

Yololator, Apr 22nd at 8:40 PM

SadGeg yeah there is go in ko-fi and theres a free archive there to test

SadGeg, Mar 14th at 7:49 PM

Looks fucking sick!

Is there a test build available anywhere?

NeoB, Mar 7th at 8:11 PM

waiting for

SONZINA, Mar 6th at 9:54 PM

Looks very stunning!

ZTrapper, Mar 5th at 4:21 PM

It already looks incredible, I can't wait for the release. It fits the game so well. Never thought one of my most anticipated mods would be tree overhaul! 😄

BlueRazzFox, Mar 4th at 10:32 PM

Also camping this mod. I need it. I NEEEEEEEEEED IT

NeunMonde, Feb 26th at 7:19 PM

I am also eagerly camping this page for the first files to drop :D

selkiioc, Feb 24th at 5:29 PM

I absolutely cannot wait!! You are amazing! 🤩

SevenD , Feb 22nd at 6:44 PM

Oh, I didn't know that this entry was already visible when it was still set to draft :D

But I'm glad to read that you're looking forward to it :)

aestheticjmack, Feb 22nd at 8:11 AM

My most anticipated mod

DeviousDoge, Feb 22nd at 1:05 AM

Super excited for this one :)