Mods / Rooted Forests

Tags:
Graphics Immersive AI
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Latest release (for Vintage Story 1.22.0 - 1.22.5, potentially outdated):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:

Sheyder (lighting)

Terrain Slabs

Natural Foliage

Better Ruins

HUD Clock

 

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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.3 rootedforests
1.22.0 - 1.22.5
202 3 days ago rootedforests-0.1.3.zip 1-click install

Rooted Forests 0.1.3

Changes & Fixes:

  • Reworked how Rooted Forests handles water around naturally grown trees. (Bald Cypress immersion stuff lol).
  • Restored normal solidity behavior to grown logs. Trees no longer need to pretend they're globally non-solid just to make water render correctly.
  • Water rendering around voxel trunks is now handled separately from the tree's actual block solidity.
  • Naturally generated trees can still coexist with water, while water placed afterward will no longer freely flow through the trunk.
  • Reworked moss rendering so it once again follows the actual voxel trunk and root geometry instead of rendering around an invisible full block.
  • Moss and other surface decor now use their own rendering exception rather than changing the tree's solidity for everything.
  • Internal moss faces between connected trunk sections are still hidden.
  • Fixed terrain interactions that could cause missing terrain blocks underneath naturally generated trees.
  • Placed voxel logs keep their existing water behavior and /rfharvest support. (Kept in mind for those that build docks & fishing villages.)
  • Cleaned up several parts of the C# code left over from earlier compatibility work.
  • Added a new modicon.png.

 

Removed:

  • Removed old debug/logger code that could produce unnecessary log spam.
  • Removed the old global SideIsSolid = false workaround from naturally grown logs.
  • Removed the old custom liquid-barrier workaround for grown trees.
  • Removed RF's old reflection-based compatibility handling for PlaceOnSlabs.
  • Removed the artificial stump-filler system and its voxel-log-stumpfill.json shape.
  • Removed the old vertical stump/root mesh compensation used for slab terrain.
  • Removed the old moss/decor Y-offset workaround.
  • Removed the decor-tracking code that was only needed by the stump-filler system.
  • Removed several old workarounds that were no longer needed now that water, moss, terrain, and block solidity are handled separately.

 

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
1.22.0 - 1.22.5
696 Aug 29th at 4:24 PM rootedforests-0.1.2.zip 1-click install

0.1.2 Additions & Fixes.

 

  • Fixed a visual gap on generated trees growing over half-slab terrain when using Terrain Slabs + Place On Slabs. This compatibility fix is only active when the required slab behavior is present; otherwise, it remains dormant for vanilla-generated worlds. If you've had Terrain Slabs installed alongside Rooted Forests, you'll know exactly the floating-log appearance I'm talking about. This fix doesn't change anything within Terrain Slabs or Place On Slabs; Rooted Forests simply adjusts its own visuals to work with the terrain those mods generate. To summarize this: trees generated over half-slab terrain now visually extend to meet the upper grown log through the half slab gap. The filler is purely visual and does not alter the physical placement or coordinates of the vanilla tree blocks. This avoids having to recreate or interfere with vanilla tree placement logic while keeping the fix lightweight and preserving vanilla behavior.

 

  • Regarding what is stated above, known diagnostic: A rare moss-rendering issue on grown trees over Terrain Slabs half-slab terrain (within Rooted Forests' adaptation) was observed during development but could not be reproduced after repeated fresh-world testing. Additional diagnostic logging is included in 0.1.2. If you encounter moss rendering below a rooted tree, please send a screenshot of the moss if desired and more importantly your client-main.log. Do not reload your world until you post the client-main.log, because when you restart your world the rare sentient moss encounter becomes fixed. This is safe for existing worlds and new worlds btw. IF it happens, it's typically only noticeable if you're actively searching for it. I do want to clarify, this issue resolves itself on reloading a world. This is only an issue I'm trying to fix during new world generation, but the moss seems to know I'm actively trying to fix it. So if you see it, post your client-main.log before you reload your world :)

 

  • Fixed moss placement on grown logs. Moss no longer renders across internal top/bottom faces between connected grown logs, eliminating the occasional moss "sliver" visible between trunk segments. If you noticed this small visual problem, the logs would look like they had an extremely tiny off center "gap" or "alignment", this was caused from an exposed moss mesh rendering on the ends of the internal logs where the logs connected. Hence why I called it a sliver.  Exposed log ends continue to receive moss normally. If you haven't noticed this visual problem, you most certainly will never come across it now :) Except maybe with the occasional leaking resin log, even then it's hard to notice the little tiny outward sliver where the logs conjoin. All is visually functional and functions like vanilla.

 

  • Fixed moss placement on rooted stumps, allowing it to conform naturally to the stump geometry.

 

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
1.22.0 - 1.22.5
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

  • Fixed water interaction issues discovered around bald cypress trees growing in water.
  • Added complete water immersion support for Rooted Forests voxel logs.
  • Water can now occupy the same block space as voxel logs, preventing unnatural air gaps around the recessed corners of trunks.
  • Works with both upright and horizontal voxel logs.
  • Improved behavior for partially and completely submerged trees.
  • Reworked voxel logs to cooperate more directly with Vintage Story's native fluid system.
  • Removed the previous automatic chunk-wide water repair/scanning system in favor of localized, native fluid behavior.
  • Reduced unnecessary background processing associated with the previous water-repair system.
  • Added block-attachment support to fluid-compatible voxel logs, allowing normal block attachments to continue functioning despite
  • the changes required for proper water immersion.
  • Improved fluid preservation when switching harvested logs between vanilla and voxel forms, reducing the possibility of creating empty water cells during a style change.

 

Harvested Log Style

  • Added the new /rfharvest command system. You can find these commands in the Zip file too.
  • /rfharvest — displays the currently selected harvested-log style.
  • /rfharvest vanilla — harvested logs use vanilla cube geometry.
  • /rfharvest voxel — harvested logs use Rooted Forests voxel geometry.
  • The selected style is saved and persists between sessions and world reloads.
  • World-generated trees remain voxelized regardless of the harvested-log setting.

 

Fixed

  • Fixed root z-fighting with placed slabs.
  • Fixed resin placement/positioning on voxel logs.
  • Fixed water leaving empty pockets around voxel log geometry.
  • Fixed attachment behavior caused by making voxel logs non-solid to the fluid system.
  • Strengthened root detection for naturally grown trees, reducing incorrect root/stump rendering when evaluating terrain beneath a trunk.
  • Improved handling of horizontal harvested logs when using voxel mode.

 

Changed / Improved

  • Improved internal handling of voxel ↔ vanilla harvested-log conversions.
  • General internal code cleanup and stability improvements.

 

Known Issue:
When using /rfharvest voxel, player-placed voxel logs on land directly bordering water may cause a flowing-water visual effect around the recessed edges of the log. This visual effect is specific to voxel-mode placed logs and is not present when using /rfharvest vanilla.

This is currently a visual/neighbor-fluid interaction associated with voxel-mode placed logs and does not affect normal world-generated tree behavior.
This edge case is known and will continue to be investigated in a future update.

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
1.22.0 - 1.22.5
477 Aug 13th at 9:28 PM rootedforests-0.1.0.zip 1-click install

Rooted Forests v0.1.0 — Initial Release

  • Added version number to the ZIP filename (Still initial release)
  • Added handcrafted voxel models for vanilla tree logs.
  • Added rooted bases to naturally generated and sapling-grown trees.
  • Added matching horizontal log models.
  • Added support for resin and harvested resin log variants.
  • Vanilla tree chopping, drops, growth, and other mechanics remain unchanged.
  • Debarked logs, quad logs, and redwoods are currently left untouched.

Tested on Vintage Story 1.22.3. Other listed 1.22.x versions are expected to work but have not been fully tested.


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

Herbst , 1 day ago (modified 21 hours ago)

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

Example

Fay_Bank, 6 days ago

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!

Herbst , 5 days ago
@Fay_Bank: 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 wonderfu

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 🙏

Case_Hardened, Sep 6th at 5:57 AM

Hello, Love the this mod! I'm just here to point out:


image

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!

Herbst , Sep 6th at 4:08 PM
@Case_Hardened: 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'

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!

Rytram, Sep 5th at 3:53 AM

sooooo pretty

Herbst , Sep 5th at 6:09 PM
@Rytram: sooooo pretty

😄

slads, Sep 3rd at 2:10 PM

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!

Herbst , Sep 3rd at 3:30 PM
@slads: 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.

PepperTea, Aug 30th at 4:32 PM

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.

Spoiler!
Herbst , Aug 30th at 4:47 PM
@PepperTea: 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

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 :)

PepperTea, Aug 30th at 5:31 PM
@Herbst: 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

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 =)

TheCatDied, Aug 29th at 10:59 PM

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.

Herbst , Aug 29th at 11:27 PM (modified Aug 29th at 11:51 PM)
@TheCatDied: 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.

Shinji170981, Aug 29th at 8:11 PM

Do you have the Tree Holes from Primitive Survival on your roadmap in the future?

Herbst , Aug 29th at 8:28 PM
@Shinji170981: 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.

onyxibara, Aug 29th at 6:24 PM

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?

Herbst , Aug 29th at 6:32 PM
@onyxibara: 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?

onyxibara, Aug 30th at 3:28 AM
@Herbst: 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 fro

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

Pumpii, Aug 28th at 8:41 PM

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)

Herbst , Aug 29th at 3:25 PM
@Pumpii: 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 negative

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. 

zeldakos, Aug 20th at 8:40 PM

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.

GodfreyLettuce, Aug 20th at 7:03 PM

Does it work with eco machinima?

Herbst , Aug 20th at 7:45 PM
@GodfreyLettuce: 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.

CycloniumGame, Aug 20th at 6:03 PM

these look amazing now I can look at these good looking trees while I do mass deforestation and make unlimated charcoal

Herbst , Aug 20th at 5:52 AM

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.

aRTyficial, Aug 19th at 2:05 AM

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.

Herbst , Aug 19th at 3:12 AM
@aRTyficial: 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 t

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

aRTyficial, Aug 21st at 7:15 PM
@Herbst: 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 hav

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.

Venusgate, Aug 15th at 11:11 PM

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.

Herbst , Aug 15th at 11:18 PM
@Venusgate: 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.

Leavraell, Aug 14th at 9:45 PM

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!

Herbst , Aug 14th at 10:07 PM
@Leavraell: 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

Parrot273, Aug 14th at 12:51 PM (modified Aug 14th at 12:51 PM)

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)

Herbst , Aug 14th at 2:51 PM (modified Aug 14th at 2:51 PM)
@Parrot273: 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

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.

Pentasis, Aug 14th at 12:23 PM

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?

Skysly, Aug 14th at 8:17 AM

Does it work with Salty's Immersive Mining?

Herbst , Aug 14th at 2:43 PM (modified Aug 14th at 2:57 PM)
@Skysly: 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!

Liliet, Aug 14th at 6:34 AM

!!!!! yassssss. Eco machina is very very very perfomance hungry, love having an alternative

Herbst , Aug 14th at 2:42 PM (modified 2 days ago)
@Liliet: !!!!! yassssss. Eco machina is very very very perfomance hungry, love having an alternative

Thank you, I'm glad you're enjoying it.

NoFunSheldon, Aug 13th at 11:20 PM

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!

Herbst , Aug 13th at 11:34 PM (modified 2 days ago)
@NoFunSheldon: 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!

Herbst , Aug 14th at 12:12 AM
@NoFunSheldon: 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. 

xXx_Ape_xXx, Aug 13th at 10:51 PM

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 😉

Herbst , Aug 13th at 11:01 PM (modified Aug 13th at 11:06 PM)
@xXx_Ape_xXx: 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.