Mods / Rooted Forests
- Tags:
- Author:
- Herbst
- Side:
- Both
- Created:
- Aug 13th at 8:51 PM
- Last modified:
- 3 days ago
- Downloads:
- 2469
-
Latest release (for Vintage Story 1.22.0 - 1.22.5, potentially outdated):
rootedforests-0.1.3.zip 1-click install
Rooted Forests — A Visual Overhaul 🍂
This mod changes the visual appearance of Vintage Story's generated and grown logs throughout its forests. Tree structure stays the same, vanilla behaviors stay the same; Rooted Forests simply complements the appearance of logs by giving them a little chiseled depth, with a matching rooted stump to complete the look.
With Rooted Forests, vanilla trees now have a more visually “alive” appearance, complemented by their rooted bases. Now you have something to visually admire for your deforesting projects, or while building your ideal cabin in the heart of the forest. Expeditions through dense forests can already feel like a chore sometimes, but now there's a little more to admire as you make your way through them. It's the small quality-of-life visuals like this that can make a huge difference. We already spend a majority of our in-game time traveling through them, so I hope this visual overhaul brings some joy with it.
Rooted Forests is also designed with player preference in mind. In-game commands (documented in the zip file) allow you to choose whether harvested logs keep their familiar vanilla shape or use the voxel-log appearance, letting you decide how far the visual overhaul extends beyond the forest itself. This mod does not interfere with vanilla mushroom growth on trees or resin-leaking logs; both retain their vanilla functionality. Essentially, mushrooms still grow on logs and resin-leaking logs still function normally. The philosophy behind this mod is simple: Vanilla owns the behaviors and lumber; Rooted Forests owns the visuals. Planted saplings also inherit this visual overhaul once fully grown. If you are curious about how the voxel logs & stump were designed, I created them in VS Model Creator. You are more than welcome to open the included JSON shapes in VSMC to see how they were engineered.
Vanilla Mechanics:
Rooted Forests does NOT change vanilla tree-chopping mechanics, resistance, tool tiers, tree felling, drops, and the underlying log behavior remain vanilla.
The additional code is used to determine when and where the rooted base should visually appear. Debarked and quad logs are left untouched. The focus of this mod is the visual appearance of trees and logs, not changing how forestry works.
Note: After switching harvest modes, some already-placed logs may not visually update until they are interacted with or the world is reloaded.
Compatibility:
Tested on Vintage Story 1.22.3.
This mod is primarily a visual overhaul and may work on other 1.22.x versions, but these have not been fully tested. If you encounter an issue on another 1.22.x version, please leave a comment with your game version and any relevant error information.
Compatibility with Eco Machina is not currently supported.
Both mods make changes to trees, but they approach those changes through different systems and design goals. Supporting both together would introduce overlapping tree behavior and make issues, visual conflicts, and bugs difficult to reliably attribute to either mod.
Think of it like installing two different terrain overhauls at the same time: even if you could make them run together, both are trying to reshape the same part of the game. The resulting behavior would no longer represent either mod on its own.
For that reason, I would rather keep Rooted Forests focused, predictable, and accountable for its own performance than provide compatibility that I cannot confidently support.
This is not a criticism of Eco Machina. It is a beautiful mod, and one I have used before. This is simply a boundary between two mods that alter the same system.
Version note: The 1-click install shown on the main mod page may not always point to the newest release immediately after an update. If you need a specific Rooted Forests version, check the Files tab and use the 1-click install listed beside that release directly.
Roadmap: (Order may change as development progresses)
- Refining roots for 2x2 trees.
- Roots for redwoods.
- Root variations for standard trees.
- Exposed root overhang.
- Compatibility with other tree-species mods within the scope of Rooted Forests. Once I finish / successfully implement the goals stated above, I'll be able to focus more heavily on mod compatibility without needing to constantly make structural changes to the foundation of Rooted Forests.
Mods seen in the screenshots:
Want to see more Rooted Forests photos? Google Photos - Rooted Forests
AI Disclosure
I want to be fully transparent about the AI tag and how Rooted Forests was created.
All of the voxel tree models and rooted stump geometry were designed by me manually in Vintage Story Model Creator (VSMC). The models use Vintage Story's existing textures, and I manually adjusted and placed the UV mapping for the new geometry.
I used ChatGPT throughout the project to help me understand Vintage Story's JSON structure and asset paths, identify errors in my JSON patches, texture/shape references, inspect files, & troubleshoot problems. ChatGPT also assisted substantially with the C# code used for the rooted-trunk generation system, which I compiled using Visual Studio Code and tested in-game. For C# developement, I use Vintage Story's DLLs & API as source material, using ILSpy to find relevant parts rather than relying on forced implementations or unnecessary workarounds.
The mod's concept, models, UV work, visual design, testing, and final implementation decisions were done by me. Every feature was repeatedly tested in-game, including normal logs, horizontal logs, resin variants, naturally generated trees, and sapling-grown trees. Absolutely no AI is used for photo generation too. For any photo editing I use Lightroom.
This is also my first mod and my first real attempt at learning Vintage Story modding. Constructive advice is always welcome. :)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.1.3 | rootedforests | 202 | 3 days ago | rootedforests-0.1.3.zip | 1-click install | ||
|
Rooted Forests 0.1.3 Changes & Fixes:
Removed:
Entirely removed the old Terrain Slabs / PlaceOnSlabs compatibility system. Further testing found that the special slab handling was unnecessary—the terrain issues were being caused by Rooted Forests reporting grown logs as non-solid, not by PlaceOnSlabs itself. Sorry about that; please forgiveth me, for I am learning. RF is now less invasive and behaves much more like vanilla. Restoring normal solidity fixed the underlying terrain behavior, which meant the old slab detection, reflection, stump filler, and mesh-offset workarounds were no longer needed. Terrain Slabs Users Updating from RF 0.1.2: Please fully restart Vintage Story after installing 0.1.3. I found during testing that swapping versions without restarting the game can cause errors. A clean restart fixes this. If you're using Terrain Slabs, trees in chunks that were already loaded/generated with 0.1.2 may still sit on top of half slabs. Unfortunately, those trees were already generated under the old system, so 0.1.3 can't magically correct their placement without messing with existing world blocks. New chunks are fine. Once you explore into new terrain with 0.1.3 installed, trees generate correctly on slab terrain using the new fix. I'm intentionally not adding a world scanner or trying to move old trees/terrain around. I'd rather leave your existing world alone than have RF start poking at blocks trying to repair an old visual issue. If you do find a floating tree in an old chunk above a half slab, especially if it's near your forever base, you can simply place a solid terrain block underneath it to replace the half slab. | |||||||
| 0.1.2 | rootedforests | 696 | Aug 29th at 4:24 PM | rootedforests-0.1.2.zip | 1-click install | ||
|
0.1.2 Additions & Fixes.
Dev note: I'm really excited to announce to be working on Redwoods for the next update. Thank you all for being patient with this. Currently I will be designing a root JSON specific for redwoods to match with its iconic 2x2 trunk. This new root will not have the same cube pattern that's used for standard 1x1 trees and possibly will be integrated with the 2x2 oaks and 2x2 maples you sometimes stumble across. I wanted to fix the visuals and bugs first before taking this on so that it has a clean slate to work with :D Having these bugs & visuals fixed, I can really take my time with this too. I do not have a current release date, I only wanted to communicate on what I will be currently working on for the next future update. This may take a good chunk of time to account for their root design... And how the roots "follow" with the terrain... Wink wink. Also on the side, I am going to attempt some compatibility additions to work with specific tree adding mods. p.s. The Terrain Slabs compatibility detection came first because vanilla trees & other future tree mod compatibility fixes still have to work with that terrain if the player has it installed. I wanted that foundation working correctly first before moving onto individual tree compatibilities. Can't have a good lookin tree if its not generated properly on a half slab! 😄 Happy harvesting 🌲 - Herbst | |||||||
| 0.1.1 | rootedforests | 1051 | Aug 20th at 5:33 PM | rootedforests-0.1.1.zip | 1-click install | ||
|
Rooted Forests — v0.1.1 Changelog Added Water & Bald Cypress Fix
Harvested Log Style
Fixed
Changed / Improved
Known Issue: This is currently a visual/neighbor-fluid interaction associated with voxel-mode placed logs and does not affect normal world-generated tree behavior. Editor's Note: If you're constructing land-based pools out of voxel logs—specifically birch voxel logs—you're fired.
Waldheil und Waldherz. ↟𖠰˚☀︎ᨒ↟𖠰 | |||||||
| 0.1.0 | rootedforests | 477 | Aug 13th at 9:28 PM | rootedforests-0.1.0.zip | 1-click install | ||
|
Rooted Forests v0.1.0 — Initial Release
Tested on Vintage Story 1.22.3. Other listed 1.22.x versions are expected to work but have not been fully tested. | |||||||










Working on a prototype downward root variant for cliffside trees, not the finished product. This is my 6th attempt to get the visual design I'm after... Still looks a little awkward. Many improvements needed.
Spoiler!
Reference Images / VSMC
I adore how gorgeous this mod makes my worlds look in combination with the BetterForests mod! I wish it were more compatible with the immersive mining mod, and that the branches could look a bitless awkward, but other than that I believe it to be wonderful! Keep up the good work!
Thank you so much. I would genuinely love to make the mod more compatible, but I have a lot of visual improvements I'd like to make, along with better behavior adaptations. Thankfully, this isn't the final version of the mod, and when people make comments like these, it helps me keep track of what I need to improve or add to the visuals too. Thank you 🙏
Hello, Love the this mod! I'm just here to point out:

I have 340mb of this notification. Could we get an option to tun this off. AI said "It logs per block decoration placement, so it fires constantly while chunks render."
Thank you for making this mod, It's really great!
Yes, absolutely. That's a debug logger left over from my Terrain Slabs testing and it shouldn't be firing in a release build. I've been cleaning up the C# for 0.2.0, so I'll make sure these debug notifications are removed. Thank you for pointing this out, and I'm glad you're enjoying the mod!
Removed the logger in 0.1.3, thanks again!
sooooo pretty
😄
Hello, thanks for this mod! It’s really nice to wander through beautiful forests.
I wanted to know if compatibility with the WildFarmingRevival mod is planned, particularly regarding resin collection and the living tree system.
Thanks again for your work!
Thank you, makes my day to hear that! I haven't looked into Wild Farming Revival's tree changes yet, but it's definitely something I can investigate once RF's foundations are further along. Resin collection and the living tree system would be the main things I'd want to check to make sure RF isn't interfering with anything.
Do you currently have Rooted Forests and Wild Farming Revival installed together? If so, I'd be curious to hear what you're seeing.
Hi! First, I’d like to say that I really love your mod! The trees look really beautiful, but unfortunately, it’s not working quite right for me. I noticed that some trees are floating above their stumps. I suspect the Terrain Slabs and Place On Slabs mods are to blame, because when I disabled them, the trees started looking normal. Then I enabled just those two mods without Rooted Forests and found that the regular trees looked normal too. It seems there’s some kind of conflict between these three mods. I’m playing on version 1.22.7, so I expected some glitches, but it’s still a shame! Besides these three mods, I was also using Terra Pretty, Algernon’s Watersheds, and nothing else that could alter the world’s environment in any way.
Thank you for the kind words, and that screenshot really helps out too. Im actually using all of those mods you mentioned during development too. Out of curiosity, did you download the latest version 0.1.2? Or are you using 0.1.1? The latest version fixes that gap.. Im trying to rule out potential mod conflicts or versions so I can get a direction :)
Omg, you're right! I didn't realize the mod had been updated. I downloaded it using “1-click install” and didn't check the version, but now I see that I had version 0.1.1 installed. I tried version 0.1.2, and everything really does work! Sorry for the trouble, and thanks for the update =)
Im glad that worked out!! And no worries at all, if you do see any bugs feel wecome to post them here. Happy to help!
Hi, amazing mod! We didn't select this one for our server because the branches are not facing the right direction. Instead of branches being in a horizontal position, they are in a vertical position which messes up the immersion a bit.
Thank you! Just to clarify, the branches themselves do grow horizontally/outward, but the individual log blocks that make up those branches are still the UD-oriented log variant. This is how Vintage Story's vanilla tree generator creates them, even without Rooted Forests installed. For example:
treeBlocks: {
logBlockCode: "log-grown-oak-ud",
leavesBlockCode: "leaves-grown-oak",
leavesBranchyBlockCode: "leavesbranchy-grown-oak",
...
}
and within vsessentials in ILspy:
// TreeGenBlocks.ResolveBlockNames()
int num = api.WorldManager.GetBlockId(logBlockCode);
logBlockId = num;
// TreeGenBranch.getBlockId()
return blocks.logBlockId;
So the branch generator uses that configured UD log block even when the branch itself grows horizontally. Rooted Forests preserves this vanilla behavior.
Do you have other mods installed that are changing the orientation of grown log blocks?? Please let me know.
The screenshots on my mod page also visually demonstrate this UD orientation on outward-growing branches which is absolutely inline with Vintage Story's code, including the Bald Cypress photos.
Do you have the Tree Holes from Primitive Survival on your roadmap in the future?
I actually do 😂 I currently have that mod installed and I know exactly what you're talking about. I will be looking into it.
this goes so well with Logging Expanded! the textured logs are amazing they look better than the quarter logs. Will you also make a textured version for the quarter logs?
That is really great to hear it works with Logging Expanded, and thank you! I'm honestly unsure if i want to implement the visuals for quarter logs due to player preferences on chiseling and design... I thought it would be safer to keep Rooted Forests from being too invasive with vanilla crafted blocks. I may consider it in the future tho! Out of curiousity with Logging Expanded, are you using /rfharvest vanilla or /rfharvest voxel?
I am using the /rfharvest voxel. I think having it toggleable is a genius idea and if you ever touch the quarter logs it'll be best to have them be toggleable too
That is actually a great idea, Im glad you brought that up! I might just have to do that 😉
This mod has made my trees so beautiful 😭Genuinely have made me take more time to appreciate my surroundings. I'm not sure if it'd be possible to fix, but I noticed immersive mining voxel's system doesn't trigger (otherwise the mods dont interact negatively to my knowledge). I'd love to have compatibility between the two but worse case I'll let go of the voxel mining just to have pretty trees.
(also extremely excited for floral zones compat)
Hey thank you for the compliment, I love to hear people enjoying the visuals of this mod. And I will look into Immersive Mining compat as soon as I can. I think I'm at the point where I can start working with compat on other mods too like Floral Zones 👀 I just finished some visual fixes for 0.1.2 which is shipping very soon. I have redwoods ready to fry up on the stove to cook up some visuals for my next major update. I'm sure I can squeeze in some compats while I work on that project too.
i know this is very new but compatability with Wildcraft: Trees and Shrubs would be awesome ! - currently it "works" completely fine, but there are occasional floating trees sometimes like the trunk and the rest of the tree have a random gap.
Thank you for the report! I will look into that during future mod compatibility work.
Does it work with eco machinima?
Eco Machina changes tree behavior in ways that overlap with Rooted Forests, so the two are currently not compatible.
these look amazing now I can look at these good looking trees while I do mass deforestation and make unlimated charcoal
Yep!! Admire the beauty it gives for the services you need 😎
Development update: The major fixes planned for the next update (0.1.1) are now in place and testing well. I’ve been doing some pretty extensive world-generation testing and caught one final regression that I want resolved before release. Once that last issue passes testing, the update should be ready to ship.
Thanks to everyone following the project — I’d rather give this update the extra testing it needs than rush it out with a known issue.
Amazing idea! Looks beautiful :D
I had a look at your patch files and I think I figured out a reasonable method to return harvested logs to vanilla-shape, which includes making them chisel-able again. Let me know if you want to swap notes.
Furthermore I tried to achieve compatibility with the wood types from the various "Floral Zones" mods. This also seems quite doable.
Thank you :) that means a lot to me. And thank you for the thoughtful gester, I actually have a command made that handles this nicely, which will be implemented in this upcoming update. The player's prefrence is saved between sessions, so you will not have to re-do it everytime lol. Harvested logs will be either voxel, or vanilla depending on people's preferences. The vanilla logs are able to be chiseled too. Thats good news with Floral Zones, I'd be quite interested in future compatibilty with mods like that too. My main focus is to get this mods core features settled, so that I can really dive into compatibility once i have a strong foundation especially with getting redwoods finished, 2x2 oak trees, stump varients, along with some other ideas I have. As of now I am so close to having water shape around voxel logs with the addition of attachable items like ladders, torches, lanterns, etc. Lets just say... my eyes have been GLUED to ILSpy blockbehavior liquid states XD
Hi again.
For a friends server I finished adapting your v0.1.1 version patches for compatibility with all FloralZone mods. The files are almost the same as yours, it's mostly about folder structure and checking which mod actually uses logs/resin (and spotting special details like "treesap"). I would happily send you my results and explain a few adjustments if you are interested. I'm available on the VintageStory discord server as "aRTyficial".
I also looked into WildcraftTrees. There is a detail about the class patch that is easy to resolve though. Apart from that only the mangrove needs special help because it has custom resin/salt blocks that need a blend of custom shapes. I can't easily solve that, but I can share my progress.
This works great!
I am holding off on transitioning from dappled groved to expanded lumbering until this save is over, and this is just the low-impact ticket to spruce things up without getting into the weeds.
Thank you! This next update should help with that a lot too, especially if you want harvested Rooted Forests logs to return to vanilla log shapes while keeping the rooted/voxel trees in the world.
This looks awesome! I love trees, and I'm eager to try this out. As someone also still getting into VS Modding, I really appreciate your notes on how you approached the workflow. Thanks!
Thank you for the kind words friend! Let me know if you find anything. Currently working on having harvested trees return to their vanilla-shaped logs, some refinement to resin placement and root z-fighting, and currently water placement, which is needed for bald cypress growth :D
Very nice..... would love to see the improvements you can still do.
Some things i saw:
-big trees like Redwood stay rectengular (meaning the quarterlosgs)
-logs keep the chiseled shape when dropping(as intended i guess) leading to the problem that they cant be chiseld anymore(a bit shitty for building houses)[maybe add an option to craft them into regular Logs if possible]
One other Thing:
- i tried to make it compatible with Wildcraft:Trees and Scrubs. Worked fine except for the "rooted" logs by just infusing the "patches"-jsons with copies targetting the wildcraft-jsons
(hope its ok that i tried that-only for personal use)
Thank you! And yes as stated in the description currently redwoods are untouched, but i have that as a priority to implement their design especially after my refined update i have for these logs. Im glad you brought up the chiseled aspect of it too, I will look to see what I can do for its boundary hitbox to either A.) add chiseling, chisel away. B.) have a way to revert its model or to transform into a regular log. And yes thats okay with me, that actually helps me see how compatible this mod is and where it can be fine tuned on its generation coding.
I like how it looks on a tree, but building with these logs not so much. Is there a way to only apply the shapes to generated logs and not placed logs?
I will look into that :)
Does it work with Salty's Immersive Mining?
I dont know, i can take a look at their JSON and DLL and see. Probably will have some visual bugs wth mine because it's still seen as a 1x1 block around the corners where the log doesnt have log lol. Ill take a look!
!!!!! yassssss. Eco machina is very very very perfomance hungry, love having an alternative
Thank you, I'm glad you're enjoying it.
Do you know if this works with eco machina and decidious trees? Just curious. I do really enjoy the looks of your trunks and stumps!
Respectfully, Rooted Forests wasn’t designed with Eco Machina compatibility in mind, so the two may have some visual conflicts. I’m glad you enjoy the trunks and stumps though! Thank you!
Appreciate ya! Keep up the good work.
Great news! No errors with Deciduous Trees while using their most recent update. I loaded into a test world and set the /timeset month dec and it worked. Sometimes i'd see a stump hiding up in there in the branches, but it's pretty minor because all of the others are keeping their standard voxel log shape. Ill see what I can do with future updates regarding this.
Just a tip from a fellow modder, include the mods version nr in the name of the file. It will make it easier for everyone who use the mod and wonder if they have the latest version 😉
Thanks! I totally missed that. I will add that in, especially with the future improvements I have in mind.