Mods / Wildcraft Trees v1.2.4

Category: #Crafting #Food #Worldgen
Author: Catasteroid
Side: Both
Created: Sep 19th 2022 at 3:19 PM
Last modified: Jul 21st 2023 at 5:11 PM
Downloads: 31301
Follow Unfollow 380

Latest file for Various v1.18.x:
Wildcraft 1-click install

Wildcraft Trees Module v1.2.4

This mod adds an array of new fruit trees and their associated fruits and nuts and a series of new trees and wood types to the game with species natively inhabiting a range of climates from cooler pine forests to tropical rainforests, the fruit and nuts can be used in meals wherever fruit can normally be used and used as fillings for pies and the fruit can be juiced and it can be used to produce brewed alcohol and distilled spirits and most of the trees provide wood which can be used to produce wood products. Also included are Wattle fences in three different types (Alder, Bearnut and Willow), handbaskets and basket chests made from Wattle, as well as Wattle and Daub blocks and walls/fences in three colours.

Other Wildcraft modules are not required as prerequisites for this mod to run correctly but may complement those other modules if they are loaded.

Current mod contains the following fruit trees:

  • Apricot
  • Almond
  • Citron
  • Cocoa
  • Fig
  • Hawthorn
  • Plum
  • Quince
  • Common hackberry
  • Sugar hackberry
  • Hazelnut
  • Pomelo

And includes the following non-fruiting trees:

  • Alder*
  • Bearnut 
  • Beech
  • Birch (Narrow)
  • Black poplar
  • Blue spruce*
  • Bride-in-white*
  • Catalpa
  • Cedar
  • Douglas fir
  • Elm
  • Eucalyptus
  • Honey locust
  • Mahogany
  • Pyramidal poplar
  • Sal
  • Saxaul
  • Spruce
  • Sycamore
  • Willow
  • Willow (Narrow)
  • Coconut palm*

* Indicates tree has no associated wood type

The leaves and branches of Alder, Bearnut and Willow trees will provide flexible canes as well as their standard stick and seed drops which can be woven into wattle handbaskets and stationary basket chests in place of reeds, or wattle blocks which can be used as fences or ad-hoc walls for light structures, or combined with pre-made cob or dirt or a mix or dirt and sand combined with dry grass to produce a wattle and daub block which can be turned into fences/walls, addition of quicklime or a bucket containing limewater with four wattle and daub blocks will produce four light limewashed wattle and daub blocks. Any of the wattle an daub blocks can be crafted into a thinner fence-like wattle and daub wall which may serve well as a structural wall or as dec in outbuildings, barns and small houses.

Future content for the mod will include additional fruit and nut producing trees and additional non-fruiting trees and wood types along with all associated wood products.

Models and JSON work by Catasteroid and Gabb, textures and other art by

Please voice any suggestions, feedback, bugs or other issues with the mod you might have and we'll work together to make a better product.

Help me make more mods, consider buying me a coffee via my Ko-fi or subscribing to my Patreon!


Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.2.4 14035 Jul 21st 2023 at 5:11 PM Show Wildcraft Install now
v1.2.3 2702 Jun 15th 2023 at 3:04 PM Show Wildcraft Install now
v1.2.2 293 Jun 14th 2023 at 10:04 PM Show Wildcraft Install now
v1.2.1 242 Jun 14th 2023 at 2:34 AM Show Wildcraft Install now
v1.2.0 454 Jun 13th 2023 at 2:30 AM Show Wildcraft Install now
v1.1.9 1945 May 19th 2023 at 4:08 AM Show Wildcraft Install now
v1.1.8 121 May 19th 2023 at 2:53 AM Show Wildcraft Install now
v1.1.7 124 May 19th 2023 at 2:02 AM Show Wildcraft Install now
v1.1.6 366 May 16th 2023 at 10:17 PM Show Wildcraft Install now
v1.1.5 2794 Apr 11th 2023 at 4:31 AM Show Wildcraft Install now
v1.1.4 3347 Dec 29th 2022 at 11:37 PM Show Wildcraft Install now
v1.1.3 300 Dec 29th 2022 at 7:32 AM Show Wildcraft Install now
v1.1.2 1139 Dec 5th 2022 at 5:24 AM Show Wildcraft Install now
v1.1.1 306 Dec 4th 2022 at 6:52 AM Show Wildcraft Install now
v1.1.0 434 Nov 29th 2022 at 4:59 PM Show Wildcraft Install now
v1.0.1 2276 Sep 22nd 2022 at 10:59 AM Show Wildcraft Install now
v1.0.0 394 Sep 19th 2022 at 3:46 PM Show Wildcraft Install now

158 Comments (oldest first | newest first)

💬 breeze108, Mar 27th at 2:04 PM

Do all trees drop seeds?

💬 Kyrthrix, Mar 1st at 3:22 AM

Will this be updated 1.19.x?

💬 TheEngineerGuy, Jan 21st at 11:08 PM

Please update to 1.19.1

I used this Mod back in the days and now my base and everything is almost done and now every Block is just white and the world is unable to load without this mod :(

💬 Falco, Jan 7th at 10:51 PM

Getting crashes when exploring. Probably this mod.

💬 unhallowed, Jan 2nd at 10:36 AM

I'm running this mod on a server, absolutely LOVE all the additional wood types! We have encountered a few issues with the added trees, though. Blue Spruce can't be planted at all, and when chopped down none of the leaf blocks break. Catalpa has some weird crafting gaps. And, most importantly, Douglas Fir and Alders don't finish growing - they're stuck at "less than a day" indefinitely as planted saplings. Saw someone else posted about the same issues in October.

It's worth noting that my server is heavily modded. Is there any known issues with other mods maybe?

💬 tRead, Dec 30th 2023 at 10:43 PM

Yes, though the mod plants would only appear in chunks that you explore/generate after adding the mod.
It's also possible to regenerate already-explored chunks, but that risks replacing structures etc you guys have made.

💬 DarkThoughts, Dec 19th 2023 at 9:27 PM

Is it just me or are those trees way too dominant and kinda all over the place, while almost completely removing the vanilla ones? It's almsot all douglas fir, cedar and spruce trees, while the pine is pretty much gone.

💬 CatasteroidAuthor, Nov 25th 2023 at 10:14 PM

roblob Are you running the mod on 1.18.15? If so it could be an issue with the texture atlas being full, you can increase the size in settings from 4096x4096 to 8192x8192 to increase the available space which might clear up any atlas overflow issues

💬 roblob, Nov 23rd 2023 at 8:57 PM

I'm getting some invisible blocks in my game. The wattle baskets are all invisible when placed on the ground, but become visible when opened. If you mouse over them you see the bounding box and the "tooltip" on how to open them, but otherwise they are totally invisible. Then if you open the basket it shows the opening animation and the opened block. If you close it, it disappears again.

Does anyone know what could be causing this?

💬 BlackJackal84, Nov 17th 2023 at 3:11 PM


I wanted to ask you if your mod can be used on an already started world. Unfortunately when I started my current world I hadn't seen this mod and starting from scratch would definitely irritate my in-game friends.
The map currently I think I have explored 10% of it by traveling only 10k 15k blocks north, south, west and east.


💬 Marlim, Nov 3rd 2023 at 2:11 AM

Coffee, pls!

💬 CatasteroidAuthor, Oct 31st 2023 at 8:08 PM

Most of the content should function properly in 1.18.15 and the 1.19 prerelease versions, I can't guarantee that the palm tree generation code works in the latest versions but it's quite simple so I imagine it might work fine.

💬 Ponchoandlefty, Oct 16th 2023 at 5:53 AM

Does this mod still work in version 1.18.15?

💬 Sharkie, Oct 15th 2023 at 2:48 AM

Yeah the oak and I believe the acacia spawns get outweighted by the other trees in the mod. Might I suggest also being able to make tannin from Birch and Willows.

💬 PeterSanderson, Oct 12th 2023 at 4:22 PM

I can confirm on my SMP server the same issues with walnut mentioned by Pamela back in August and the blue spruce seeds issue

💬 Nimlet, Oct 2nd 2023 at 3:17 PM

Not sure if anyone can help me - but I'm having issues with Douglas fir & Alder that is stuck on 'less than a day' but never grows. I also cannot place down Blue Spruce seeds. Am I missing anything?   Cheers 👍

💬 Teppich, Sep 14th 2023 at 8:36 PM

Hello, Catasteroid

I was having some issues with some of the asset names in your mod, so I took a look in the EN Json and I found some inconsistencies with those names and were not registering your inputs.

ie. "game:block-sapling-beech" was changed to "game:block-sapling-beech-*"

My corrections are here:

The only files that I did not correct, or rather could not correct, are the block-coconuttree-banana files, as I did not see them in the JSON and did not know what your naming intention with them was.

Thank you for creating such a wonderful mod.

💬 meuhey, Sep 10th 2023 at 10:11 PM

needs for cold climate aspens, hickories, chestnuts, pears, cherries

💬 MikhaelPerrin, Sep 9th 2023 at 9:42 PM

l33tmaan The thing, for me, is that they are only usefull in the first technological era. After that, they are only an annoyance to manage in my personal inventorty. I would love to manage to disable them and keep all the rest.

💬 Gert, Sep 9th 2023 at 6:00 AM

I seem to be getting pretty frequent lag spikes while playing on a world with this mod installed. Anyone else have this experence and possibly know a fix?


It seems there is only a problem when the mod is installed with A Culinary Artillery and Expanded Foods





💬 l33tmaan, Sep 6th 2023 at 6:41 PM


Not even the wattle fences? :(

💬 MikhaelPerrin, Sep 6th 2023 at 3:40 PM

Beag1e thanks for the suggestion. But what I meant is that it is very annoying to have to deal with my personal inventory when I'm exploring since my seraph auto collects everything, including those canes that (at least for me) are only usefull on the first couple of hours of gameplay. As soon as I can make clay storage I never again use them for anything. I really loved the variety this mod gives to the game but the "cane problem" is so annoying to me that I don't use it anymore.

💬 Pamela, Aug 30th 2023 at 1:30 PM

Will this work for 1.18.8 (.net 7)??

💬 Beag1e, Aug 26th 2023 at 6:58 PM

Take a knife to the Wattle Baskets you can make with Canes and get Reeds back. Great for getting rid of them and getting more Reeds.

💬 MikhaelPerrin, Aug 26th 2023 at 1:36 PM

I loved this mod but did't like the flexible canes part, is there a way to disable only them?

💬 Beag1e, Aug 23rd 2023 at 5:40 PM

With the latest version, Oaks are considerably hard to find, and their saplings will not grow even in season. They just sit on "Less than a day" and don't grow up.

💬 Zartain, Aug 9th 2023 at 7:14 PM


I noticed when adding Medieval Fashion Mod to your tree mod, it messes with the fruit tree textures. Any Suggestions, ideas?

💬 DanaCraluminum, Aug 9th 2023 at 1:49 AM
💬 Laerinok, Aug 4th 2023 at 9:48 AM


Hello, I've found a text error in your en.json file (and so in others language files). It's written "game:fruittree-branch-hazenut" and I suppose it's "game:fruittree-branch-hazelnut".

Here is the new fr.json (I've made some corrections in french too) :

💬 Pamela, Aug 3rd 2023 at 9:15 PM

With the latest version, there is a distinctly lacking number of oak and walnut trees.  What walnut trees there are, are only 1 - 4 blocks high.

💬 RobertS42, Jul 27th 2023 at 4:11 PM

I'd be happy with either my suggestion or a compatibility mod (or built incompatibility) with wild farming, just to make all trees work the same. Mendall

💬 Mohandar, Jul 26th 2023 at 11:13 AM

Any way to make it work with Better Logs tree gen?

I know that Better Logs it's an old mod, but strangely it still works fine with vanilla trees, even in 1.18.x
As you see from the Acacia tree on the right side of the screenshot

💬 ArtiKs, Jul 25th 2023 at 9:05 PM

Mendall That's why i specified it would be a mod variation or a separate mod for sure, so this one stays as it is.
For some reason my game crashes when exploring with this mod installed after a the map gets too big, so thats why i mentioned the idea. In no way i meant limiting this mod at all. If anything, the more new plants and trees added the better for all i care~ That's literally the main reason i bought this game for~ 

I just want another way to add these fantastic plants models to our existing worlds without making it too demanding for my potato computer.

💬 Mendall, Jul 25th 2023 at 6:45 PM

To ArtiKs and, RobertS42

The best thing about this mod by far is how much life and variety it adds to the wild places in the VS world, so by no means should it be limited to traders. Or scaled down in its scope.  You just need to accept that this is a mod to be added during the creation of a new world and serve as a base of that world from the start. Same as any other world gen mod. Mods like this should be at the heart of a play through, not an afterthought.

Catasteroid please don't do this. Your mod can all on its own make a new world seem more alive, richer, and deeper especially when combined with normal wildcraft and creature and critter than any mod combo I can imagine and that's even before you figure in all the wonderful new building mats that it adds. Where it's second only to bricklayers

I assume it would not hurt to have the traders sell seeds, but that could be a separate small mod, not a limitation to this one.


💬 ArtiKs, Jul 24th 2023 at 7:11 PM

RobertS42 I was about to comment this, though i was thinking about a variation of this mod, since this would imply a lot of changes.
Anytime i want to add this to an already advanced and well explored world, getting to the "new content" takes too long and sometimes it clashes with other simple mods due to the changes and updates. Removing this mod seems to crash the world in other instances, leaving a bunch of  "? blocks" behind, so I've been to situations where i had to resort to the back-ups and lose a ton of progress.

It's just an idea, so ignore this if it's too far fetched, but how about adding this mod's trees and fruit trees as features obtainable through the Agriculture trader and not through new chunk generation? 
In my opinion, some of the generation is too dense and player made controlled bioms is what some of us are looking for, specially if it can be achieved using the "Wild Farming - Revival" mod.

The agricultural trader could offer the new tree seeds, new fruit tree cuttings, just the fruits and even saplings. This is perfect for those who are not looking for a world generation overhaul but a tree/fruit tree variation mod.

💬 RobertS42, Jul 24th 2023 at 5:46 PM

Would it be possible to edit something to make it so that only the fruit trees spawn in the world? Or to remove the non-fruit ones altogether?
(I'm asking mostly because it clashes a bit with the tree growth and propogation system from Wild Farming)

💬 Madman2429, Jul 23rd 2023 at 9:28 PM

Concerning the strange texture artifacting that Dionesse was reporting in wildcraft trees 1.1.9. It is persistent in 1.2.4, and iterating through mods I have discovered that it is due to Primitive survival. I've no idea why it's doing so, but it's a coin toss between abberent texturing and outright invisible blocks when PS is running.


Tested with Wildcraft 1.6.6, Wildcraft trees 1.2.4, and primitive survival 3.2.6; Vintage story version 1.18.6

Disregard this. It was a texture atlas overflow issue. Lads over in primitive Survival mod explained it to me so I get to enjoy this wonderful mod once again!. 

💬 CBob, Jul 23rd 2023 at 4:13 PM

New update is super duper. Fixed all of my naming and texture issues. Big ups Catasteroid

💬 Hornshuckle, Jul 23rd 2023 at 1:13 PM

I know you juuuuust updated, but is there a compat for A Culinary Artillery/ Expanded Foods coming down the pipe? At least for me, for some reason the fruits (that register nutritionally as fruit) aren't registering properly. Like, I CAN make citron wine, but i can't use it in recipes with Expanded foods like I can with cranberry or black currant wine. It just makes base game, not-affected-by-Expanded-foods-at-all alcohol. 

sorry,  was just pitching the idea. I left a mesage with them as well, so I dunno what'll come of it. 

💬 VintageJazzacid, Jul 22nd 2023 at 9:25 PM

is there a way to config the temp range and growth speed of trees?

💬 Mendall, Jul 22nd 2023 at 3:56 PM

"Cursed willow trees removed and sent to the shadow realm"........... did you mean you have removed willow trees all together. I kinda need to know since half of my build is meant to be willow, and I'm waiting for them to grow. If yes, ill hold off on updating. Or did you just fix them somehow.

💬 CatasteroidAuthor, Jul 21st 2023 at 5:20 PM

the birch wattle basket should have it's clothes back now

💬 OnkelDanny, Jul 21st 2023 at 10:02 AM

It seams i'm missing a texture to the Birch Wattle basket, it is completly white with red question marks, but otherwise work fine and help me out alot as there are no cattails near me.

💬 ShadeOfDead, Jul 3rd 2023 at 6:18 PM

I love this, and I always play with it. That said, I have to agree with @basfrasse , every time I see those "Square Peppermint Patties", I die a little inside.  :)  Keep up the amazing work!

💬 basfrasse, Jul 1st 2023 at 10:55 AM

can you please fix the textures on the birch wattle basket its been anoying me for a while now

💬 conninator2000, Jun 19th 2023 at 9:55 PM

Great mod I love the changes! I have noticed that most slabs/stairs still have that naming bug and that blue spruce seeds cant be planted.

💬 Cuttlebear, Jun 18th 2023 at 5:26 PM

Amazing mod! I noticed the Birch wattle baskets are missing textures though. Just a heads up!



💬 Mendall, Jun 16th 2023 at 1:20 AM

I'm not sure exactly you mean by "or any chunks you've regenerated" but it sounds like if I return to an area I haven't been in for a while, even though It was already explored and mapped, there will be new content. If so sweeeeeeeet! if not how do I regenerate an area and if I do will it also erase things built there.

💬 CatasteroidAuthor, Jun 15th 2023 at 3:01 PM

BouncyLlama Good call, uploading a fix now

💬 Laerinok, Jun 15th 2023 at 4:40 AM

Catasteroid Thanks again for your mods !

Pour les joueurs français / For french players :

Initialement j'avais décidé de traduire le mod par souci de standardisation de mon jeu. Je préfère un jeu avec une langue unique anglais ou français, car le mélange enlève une partie de mon immersion. C'est purement psychologique ! ;)

Cela dit, une fois le fichier Fr terminé autant le partager. Si vous trouvez des coquilles/erreurs n'hésitez pas à me le signaler. Il y a quelques arbres dont je ne suis pas sûr, le nom vernaculaire anglais étant trop générique.

💬 HoosierDaddy, Jun 15th 2023 at 12:43 AM

Great stuff!

Is there any way to adjust spawn frequency? Viisibility is obscured at very short range, canes are awesome, but way too frequent, but at least foes (bears, wolves, driifters) have a much harder time pathing through it than I do.

Oh, and while I'm thinking of it, resin is now so common that when playing games using WCT, I don't bother collecting resin until shortly before building a helve hammer. Being able to decrease that a bit would make it so planning ahead is a good idea again.

💬 BouncyLlama, Jun 14th 2023 at 10:42 PM

bug report for the 1.2.2 version:

assets/game/worldgen/treegen/fatwillow.json line 10 - missing comma

assets/wildcrafttrees/patches/trees/treegenproperties.json line 468 - random 'd' 

💬 B0bb0, Jun 14th 2023 at 4:48 AM

I have not put in a bug report, but perhaps you already know that quarter logs cannot be stripped like a full log?

💬 CatasteroidAuthor, Jun 14th 2023 at 12:51 AM

Gonna be following 1.2.0 up with a quick patch to fix some texture issues and scuffed willow trees, it shouldn't be too long now.
Mendall Don't worry all the new stuff will begin spawning in any unexplored chunks you haven't generated yet, or any chunks you've regenerated

💬 Mendall, Jun 13th 2023 at 7:22 PM

NOOOO! You added more good things and I have already settled in an area and everything is explored. I'll either have to start a new world or never see the new stuff.

💬 Runeguden, Jun 13th 2023 at 12:46 PM

this new update made the cocoa tree, and its fruits textures go missing

💬 lazzyapples, Jun 8th 2023 at 2:34 AM

Love your mod, and I think this was mentioned previously, but the blue spruce seed can not be planted. I havent run in to any issues with any of the other tree seeds but hope you are able to fix this because the blue spruce is very pretty. Thanks for the mod!

💬 Magula, Jun 6th 2023 at 8:44 AM

Three things:
Chopping 2x2 douglas firs correctly chops all quarter logs, but does not chop the single logs that make up the branches further up the tree. Did not happen to me on every 2x2 douglas fir that I cut, but happened more than once.
Willow wicker baskets seem to be missing a texture.

After applying the fixes to the English json pointed out by Sage last week... There are still some items with messed up names in English, though I have not compiled a list. The one I noticed, at least, was the douglas fir plank.

Apart from some remaining bugs, this is a fantastic mod. I hope it lives to see the bugs squished.

💬 Zorf, Jun 5th 2023 at 11:22 PM


Here there! Just a little bug report. The planks from the new wood types can't be used to make crates. Modded recipes and everything else seem to work perfect though afaik, so I'm sure this will be an easy fix for the likes of you :)

💬 fancygoat, Jun 5th 2023 at 6:37 PM

Hey there seem to be something wrong with the scarlet king maple if you try and plant it yourself. at growthstage 2 it stops beeing a scarlet king maple and turns inn to a regular maple. this has happened to me multiple times

other than that, awsome mod, I realy enjoy gathering the trees and the variation in woods.

💬 Sage, May 30th 2023 at 5:31 PM

Fantastic mod,
I don't know if you've fixed it already but on en.json, there is a name differance on line 363.

it reads "block-log-resin-douglasfir-*": "Leaking douglas fir log with resin", but it should read as "game:block-log-resin-douglasfir-ud*": "Leaking douglas fir log with resin",

Same goes for lines 364, 366, 367.

💬 WTF27pl, May 30th 2023 at 11:39 AM

Where suggestions should be written for the trees?

💬 CatasteroidAuthor, May 22nd 2023 at 11:26 PM

Taska Good call. thanks for pointing that out, I'll be uploading the 1.2.0 update in the next week or two with a fixed language file and some additional content for those who have been willing to put up with the broken updates and weird bugs

💬 Dionesse, May 22nd 2023 at 10:59 PM


Thanks that fixed the naming issues perfectly😘

💬 Taska, May 22nd 2023 at 7:31 PM

Catasteroid Dionesse

This is possibly due to an exception being thrown by a missing quotation mark on line 367 of the en.json file.

💬 Dionesse, May 21st 2023 at 11:36 PM

Using VS 1.18.5 with Wildcraft Trees 1.1.9 and Wildcraft 1.6.6

The Wildcraft tree names tags/id seem a little off I am seeing tags like "game:block-log-placed-cedar-ud" This is true with no other mods installed and applies to the leaves and wood.

Wildcraft Trees log name tag

Also the vanilla fruit tree models and the added fruiting tree models seems to be broken (see images) This seems to be an interaction with another mod (I have about 70) the issue with the vanilla model goes away if Wildcraft Trees is removed or all other mods are removed (I don't have the will to test it one mod at a time)

Wildcraft Trees Fruit Tree

Not sure if the images above are working so included the links too!!!

💬 DanaCraluminum, May 19th 2023 at 12:48 PM

Could you upload source code to github?

💬 B0bb0, May 19th 2023 at 4:26 AM

Thanks!  Love this mod! 


bananatree.json (line 49)  Missing

{ "base": "game:
💬 CatasteroidAuthor, May 19th 2023 at 4:11 AM

B0bb0 I've removed that string and a few other issues with the English language file that were brought to my attention.
hussar I have made a new version, integrated the new Japanese language file and restored the wattle fence recipe, and have uploaded this version as 1.1.9.

As ever thank you everyone for your reports and feedback, they help make the mod a better product and alert me to issues I may have missed in my own testing.

💬 hussar, May 19th 2023 at 3:53 AM

Running 1.18.5 with 1.1.8:  can no longer make wattle fences

Thanks for the quick fix!!!

💬 B0bb0, May 19th 2023 at 3:08 AM

Hi Casteroid.  en.json has a partial segment (open string), 'way off to the right', that is causing a parse error.  I am running with 1.18.5


💬 CatasteroidAuthor, May 19th 2023 at 1:32 AM

Sorry about the issues in 1.1.6- a couple of typos in fruit tree related JSON entries seemingly crippled the game, I'm uploading a patched version in a minute or two

💬 Mendall, May 17th 2023 at 5:46 PM

I crashed as soon as I updated and had to revert to 1.15 if you want a crash report just let me know where to send it.  your trees make the game dont think i ever want to play without them again.

💬 Snort, May 17th 2023 at 3:59 AM

In addition to the same problems mentioned below, there's an additional crash opening a chest that has a tree cutting inside of it. (I believe, specifically, it was a hawthorne cutting.)

💬 Aksyl, May 17th 2023 at 2:47 AM

Wasn't getting the tree crashing in 1.15, upgraded to 1.16 and it's now an issue, also reverting seems to not be possible.

💬 RamenFiend, May 17th 2023 at 1:25 AM

Confirming NullReferenceException related to fruit trees in 1.16.

💬 NateDoesLife, May 16th 2023 at 11:03 PM

Updated just this mod on multiplayer to 1.16 and now getting flooded with this error in our console and unable to do anything in the world

16.5.2023 19:01:57 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Block.IsReplacableBy(Block block) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\Block.cs:line 1756
at Vintagestory.GameContent.FruitTreeGrowingBranchBH.TryGrow() in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\FruitTreeGrowingBranchBH.cs:line 276
at Vintagestory.GameContent.FruitTreeGrowingBranchBH.OnTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\FruitTreeGrowingBranchBH.cs:line 125
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 84
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 122
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 766

💬 SmeeSlug, May 14th 2023 at 12:38 PM

Getting a lot of crashes and errors related to fruit trees
13.5.2023 18:28:19 [Notification] Track Cave Mix () now started
13.5.2023 18:28:44 [Error] Couldn't write to log file, failed formatting For render in fruit tree block wildcrafttrees:fruittree-foliage, defined texture {1}, no such texture found. (FormatException)
13.5.2023 18:28:44 [Fatal] Game Version: v1.18.3 (Stable)
13/05/2023 18:28:44: Critical error occurred

14.5.2023 05:48:51 [Error] Exception thrown when initializing a block entity with classname DynamicTreeFoliage: System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
at System.Text.StringBuilder.AppendFormatHelper(IFormatProvider provider, String format, ParamsArray args)
at System.String.FormatHelper(IFormatProvider provider, String format, ParamsArray args)
at System.String.Format(String format, Object[] args)
at Vintagestory.GameContent.ErrorReporter.Logger_EntryAdded(EnumLogType logType, String message, Object[] args) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Systems\ErrorReporter.cs:line 161
at Vintagestory.API.Common.LogEntryDelegate.Invoke(EnumLogType logType, String message, Object[] args)
at Vintagestory.GameContent.BlockEntityFruitTreePart.getOrCreateTexPos(AssetLocation texturePath) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 171
at Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 190
at Vintagestory.GameContent.BlockEntityFruitTreePart.Initialize(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 309
at Vintagestory.Client.NoObf.ClientChunk.InitBlockEntitiesFromPacket(ClientMain game) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Model\ClientChunk.cs:line 351

💬 CatasteroidAuthor, May 13th 2023 at 7:44 PM

Stahl Good call, I'll adjust that for the upcoming update

NateDoesLife Getting firewood from live cuttings isn't intentional no, I'll have a look into it and see if I can resolve it

Jenpai I can add additional information on each type above in the mod description, would it just be temperature or is there other useful data you'd like me to add?

Desthion Thank you very much, I checked the fruit tree branch file out and compared it against the vanilla fruit tree branch and it looks like they'd made some updates and changed the model references some versions ago without mentioning it or without me finding out, I'll address this shortly

💬 Desthion, May 12th 2023 at 10:00 PM

Hi, I was using this mod an noticed that the fruit tree stems for the fruit trees added in this mod are invisible.

#edit# : after obssesively trying to fix it i have found a solution that works for me by changing the fruittreebranch.json shapes section to look like this

shapes: {
"stem": { "base": "game:block/plant/fruittree/branch-ver" },

"cutting-ns": {
"base": "game:block/plant/fruittree/cutting-hor",
"rotateY": 90
"cutting-we": { "base": "game:block/plant/fruittree/cutting-hor" },
"cutting-ud": { "base": "game:block/plant/fruittree/cutting-ver" },

"branch-n": {
"base": "game:block/plant/fruittree/branch-hor",
"rotateY": 90
"branch-e": { "base": "game:block/plant/fruittree/branch-hor" },
"branch-s": {
"base": "game:block/plant/fruittree/branch-hor",
"rotateY": -90
"branch-w": {
"base": "game:block/plant/fruittree/branch-hor",
"rotateY": 180

"branch-n-end": {
"base": "game:block/plant/fruittree/branch-hor-end",
"rotateY": 90
"branch-e-end": { "base": "game:block/plant/fruittree/branch-hor-end" },
"branch-s-end": {
"base": "game:block/plant/fruittree/branch-hor-end",
"rotateY": -90
"branch-w-end": {
"base": "game:block/plant/fruittree/branch-hor-end",
"rotateY": 180

"branch-ud": { "base": "game:block/plant/fruittree/branch-ver" },
"branch-ud-end": { "base": "game:block/plant/fruittree/branch-ver-end" },

above the foliage-ver section.

fruit tree stems are no longer invisible to me.

💬 Jenpai, May 12th 2023 at 7:20 AM

would be nice to know what trees can be found in what tempature/climates/areas

💬 StarLynx, May 11th 2023 at 10:40 PM

Having a weird issue, none of the trees besides vanilla ones can be crafted into firewood, while all other crafts for them work perfectly. Edit. False flag, it was just a weird change in the compatibility mod.

💬 Stahl, May 9th 2023 at 2:43 PM

In fruittreebranch.json, pomelo's fruitStacks attribute has code: "wildcrafttrees:treefruit-citron" instead of wildcrafttrees:treefruit-pomelo, giving me extra citron brandy. 😂

💬 NateDoesLife, May 8th 2023 at 3:01 PM

Wanted to report that when you break the fruit trees (thats all I've tried so far) you get 2 firewood from the cuttings, you can then replace the cutting and get another 2 firewood....essentially allowing you to get endless firewood easily. Not sure if this is intentional or not but wanted to report just incase.

Also is ther anyway to increase the drop rate of saplings? Im currently using sustainable forestry but unsure if it works for modded trees let alone if its actually working in 1.18

💬 CatasteroidAuthor, May 7th 2023 at 3:13 AM

At this moment I don't understand why the textures for some of the added fruit trees are broken and some aren't, I didn't change anything related to them. That said, I'm investigating it anyway, though a fix might not make it's way into the upcoming update

💬 bringitonwimps, May 5th 2023 at 12:42 AM

the hazelnuts texture seams to be broken?.. been this why for a while, thought id report it.  they are rectangle white objects with no real color or shape.

💬 l33tmaan, May 2nd 2023 at 8:27 PM

Why are they called planks and not boards like in the vanilla game? 😂

EDIT: Also, if it's not too incovenient, could we get a tab in the creative inventory for Wildcraft Trees? I can show you how if you need help!

💬 Burgersim, Apr 23rd 2023 at 1:31 PM

Are the Seeds a bit messed up in there rendering or is it just me? a lot of them, like elm seem so out of frame and small to me


Also, the Alder Wattle fence (and I'm guessing maybe others too, but we only saw it with that one) seems to have a messed up snowy texture (i.e. the ?-texture), when only used as single pole


Catasteroid I think rendering of Hazelnut Fruit is also messed up, I only see a white bar in my inventory

💬 GingerAiyle, Apr 20th 2023 at 8:09 PM

Hellooo, just wanted to reiterate the comment made by Stefanklm, Blue Spruce Seeds are still not plantable.

💬 Yelb, Apr 20th 2023 at 8:39 AM

While i love this mod, i find it hard to find Resin now because of trees diversity. Also, it seems to kill framerates a lot, and automn is quite laggy. I think it’s from this mod because i see better perf on worlds without the mod. I may be wrong.

💬 TwoF, Apr 3rd 2023 at 4:11 PM

Will the mod be updated to 1.18? In this version, will there also be a wide variety of doors for each type of wood in fashion?

💬 Nessy, Mar 23rd 2023 at 3:19 PM

Is this mod going to be updated for 1.7.11? Currently it's not working on latest stable build.

💬 Megalodon, Mar 11th 2023 at 1:27 PM

Hello, I liked your mod and I think that it should become more accessible to the players, for this reason I made a translation. But I don't know how to contact you. Translation into Russian, write to me.


💬 HoosierDaddy, Mar 7th 2023 at 8:32 PM

Very nice. The drop rate on fencing material (the name escapes me at the moment) is a bit rich for my tastes, but I can always do something like cook with them, I suppose.

Ran into something interesting. One of your trees spawned over the top of an existing tree and evidently replaced the wild bee hive. Sort of. I could not find the hive, but could hear it, and slowly removed EVERY leaf, every branchy leafy, every log anywhere I could still hear the bees, and never found it. And when I placed an empty skep just for grins, and waited a couple days, the skep became populated. I have no idea where the bee hive is. I've even tried flailing randomly trying to find the now invisible hive, but it is also apparently now untargetable, too. Not that it is unbalancing or anything. How many wild hives do you really need anyway? It was just weird.

💬 Zenagin, Jan 29th 2023 at 11:30 PM

v1.1.4 - Wonderful mod, thank you so much for sharing. Is there somewhere official for bug reports, suggestions, etc? There is currently no recipes for leaded glass windows using the new wood types, and some errors in the lang files (i.e. game:block-plankslab-beech instead of game:block-plankslab-beech-*

💬 Valeri4, Jan 17th 2023 at 8:34 AM

Привет! Пришлось удалить ваш мод, так как переодически игра зависала. Были случаи краша. Очень жаль, идея мода великолепная.

Hey! I had to delete your mod, because the game freezes intermittently. There were cases of crash. Too bad, the mod idea is great.

💬 BoolyStudy, Jan 15th 2023 at 12:05 PM

Is there a way to remove your mod and not affect the world? Catasteroid

💬 Pohl, Jan 7th 2023 at 4:57 PM

Zartain Check the wiki Fruit Tree You can look at the mod's .json for the new tree values. It should be extracted to your cache folder. On windows %appdata%\VintagestoryData\Cache\unpack\ go into the wildcraft trees folder and open the file at assets\wildcrafttrees\blocktypes\fruittrees\fruittreebranch.json and you'll find the temp values in 2 places. Just search for the name of the fruit

💬 Tels, Jan 7th 2023 at 1:23 PM

I'm getting these errors when trying the mod out under Linux on 1.17.9:

104:7.1.2023 14:15:21 [Warning] [wildcrafttrees] Is a Content mod, but .cs or .dll files were found. These will be ignored.
129:7.1.2023 14:15:23 [Warning] Texture asset 'd:textures//vintage story/mod stuff/wildcrafttrees-1.1.1/assets/game/textures/item/resource/seeds/spruce.png' not found (defined in
Item game:treeseed-spruce).
144:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/treetrunk/willow.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
145:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/item/resource/reeds.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
146:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/bark/willow-h.png' not found (defined in Shape file wildcrafttrees:item/resource/willowcane).
147:7.1.2023 14:15:23 [Warning] Texture asset 'wildcrafttrees:textures/shapes/item/ripe.png' not found (defined in Item wildcrafttrees:treefruit-almond).
164:7.1.2023 14:15:24 [Warning] Texture asset 'wildcrafttrees:textures/block/wood/fence/acacia/vertical.png' not found (defined in Baked variant of block wildcrafttrees:wattle-wil
165:7.1.2023 14:15:24 [Warning] Texture asset 'wildcrafttrees:textures/block/snow/normal1.png' not found (defined in Baked variant of block wildcrafttrees:wattle-willow-empty-snow

💬 Mendall, Jan 7th 2023 at 5:53 AM

I love mods like this that add more life to my world.
So I gave this a try, but had to uninstall it immediately.
While it is installed I get a lag spike about every 80 seconds that freezes my poor old potato up solid for several seconds.
If this is a problem someone knows how to fix I would love to hear bout it.

💬 Zartain, Jan 7th 2023 at 5:12 AM

hello! Is there any guilds to what temp trees can flower?? :)

💬 Mystia98, Jan 2nd 2023 at 7:00 AM


Just a quick heads up (if someone has posted ignore)

The inventory icon for the Willow tree seed is missing.

It is present when the seed is on the ground and being held in the players hand.

Great mod overall.

💬 Stefanklm, Dec 31st 2022 at 12:51 PM

Hey Cataseroid :)

Unfortunately, we cannot plant Blue Spruce Seeds (since version 1.1.4./1.1.3.). They drop when we cut down normal spruce leaves with the scissors. The normal Spruce Seeds will work even if the seeds have no texture.

💬 Wandour, Dec 30th 2022 at 1:39 PM

aw man I was a little disappointed after knowing no new tree wood type :c

STILL a nice mod

💬 AzuliBluespots, Dec 30th 2022 at 12:36 PM

What? Rainbow trees? I want to build with that  >XD

💬 CatasteroidAuthor, Dec 29th 2022 at 11:38 PM

Lexingtondavid I just checked and I accidentally released version 1.1.3 with spawn rates for fruit trees set unusually high for debugging, I've uploaded version 1.1.4 which should resolve this, sorry about that everyone.

💬 Lexingtondavid, Dec 29th 2022 at 8:32 PM

I am noticing a small, weird bug where the wildcraft fruit trees are spawning three trees next to eachother so you get almost like a bunched hedge of mixed fruit tree leaves. does anyone else experience this?

💬 CatasteroidAuthor, Dec 29th 2022 at 6:11 PM

The 1.1.3 update should deal with the issues with the missing pomelo/hazelnut models and fig blossom textures, I'm hoping that'll deal with the TesselateShape crashes that I think are resulting from this issue

💬 noellelavenza, Dec 25th 2022 at 3:59 PM

Wh1skey Try finding and destroying any pomelo, fig, and hazelnut trees in the area; pomelo and hazelnut trees are missing models and fig trees are missing a texture, both of which can cause crashes.

💬 Wh1skey, Dec 24th 2022 at 4:51 PM

My friends and I have been playing and have been getting a crash with this mod, presumably fruit trees when they change for the season.  During winter it seems fine but spring or summer we need to have our view distance down to like nothing.  We removed the mod and the crashes stopped and re-enabled it and the crashes started again.


  1. System.NullReferenceException: Object reference not set to an instance of an object.
  2. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 270
  3. at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 203
  4. at Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 268
  5. at Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 250
  6. at Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 236
  7. at Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 386
  8. at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) in VintagestoryLib\Client\Model\ClientChunk.cs:line 422
  9. at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 817

Full crash report.

💬 PastaNipples, Dec 20th 2022 at 11:32 PM

Could anyone tell me if Willow/Bearnut/Alder spawns anywhere beyond just 'temperate' climates? I enjoy playing in the Frigid/Icy biomes for challenge, and I'd really enjoy some wattle-daub walls!

💬 DarkNetNES, Dec 20th 2022 at 5:34 PM


Hi same here any idea??? thx fr this mod!!!


System.NullReferenceException: Referencia a objeto no establecida como instancia de un objeto.
en Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) en VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:línea 270
en Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) en VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:línea 203
en Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) en VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:línea 268
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 250
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 236
en Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) en VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:línea 386
en Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) en VintagestoryLib\Client\Model\ClientChunk.cs:línea 422
en Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) en VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:línea 817
en Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) en VintagestoryLib\Client\ClientMain.cs:línea 1138
en Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) en VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:línea 123
en Vintagestory.Client.ScreenManager.Render(Single dt) en VintagestoryLib\Client\ScreenManager.cs:línea 678
en Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) en VintagestoryLib\Client\ScreenManager.cs:línea 622
en Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) en VintagestoryLib\Client\ClientPlatform\GameWindow.cs:línea 124
en System.EventHandler`1.Invoke(Object sender, TEventArgs e)

💬 Kooll, Dec 20th 2022 at 9:30 AM

Hi, i have random players crashes with this error:
I think, that something wrong with fruitTrees

20.12.2022 1:51:14: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.10, ancienttools@1.4.9, bettercrates@1.5.2, chiseltools@1.7.1, effectshud@1.0.7, fancydoors@1.1.1, instruments@1.1.4, moreclasses@1.2.5, necessariesfix@1.1.3-rc.1, necessaries@1.1.3, primitivesurvival@3.1.0, simplealchemy@2.0.4, locustmod@2.3.6, tradeomat@1.6.3, viescraftmachines@1.17.2, game@1.17.9, wildcrafttrees@1.1.2, wildcraft@1.5.1, carryon@0.10.3, carryonmore@1.2.0, expandedfoods@1.6.4, hudclock@2.8.0, medievalexpansion@3.8.1, moreicons@1.0.2, playercorpse@1.5.5, prospectorinfo@4.1.2, roadworks@1.0.9, stonequarry@2.0.0-rc.4, tprunes@1.0.7, creative@1.17.9, survival@1.17.9, workbenchexpansion@1.5.1, xlib@0.6.14, xrowboat@0.0.5, advancedchests@0.2.0, xskills@0.6.14
System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
в Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) в VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:строка 270
в Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) в VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:строка 203
в Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) в VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:строка 268
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 250
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 236
в Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) в VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:строка 386
в Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) в VintagestoryLib\Client\Model\ClientChunk.cs:строка 422
в Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) в VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:строка 817
в Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) в VintagestoryLib\Client\ClientMain.cs:строка 1138
в Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) в VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:строка 123
в Vintagestory.Client.ScreenManager.Render(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 678
в Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 622
в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) в VintagestoryLib\Client\ClientPlatform\GameWindow.cs:строка 124
в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 476
в OpenTK.GameWindow.DispatchRenderFrame() в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 452
в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 375
в Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
в Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) в VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:строка 93

💬 DanaCraluminum, Dec 19th 2022 at 9:37 PM

Wood crates made of new wood have no wood texture

💬 DanaCraluminum, Dec 19th 2022 at 9:35 PM

A bunch of lang keys are not translated

"block-sapling-catalpa-free": "Sapling Catalpa (Free)",
"block-sapling-mahogany-free": "Sapling Mahogany (Free)",
"block-sapling-sal-free": "Sapling Sal (Free)",
"block-sapling-saxaul-free": "Sapling Saxaul (Free)",
"block-sapling-spruce-free": "Sapling Spruce (Free)",
"block-sapling-sycamore-free": "Sapling Sycamore (Free)",
"block-sapling-elm-free": "Sapling Elm (Free)",
"block-sapling-beech-free": "Sapling Beech (Free)",
"block-sapling-eucalyptus-free": "Sapling Eucalyptus (Free)",
"block-sapling-cedar-free": "Sapling Cedar (Free)",
"block-plankslab-catalpa-down-free": "Plankslab Catalpa (Free)",
"block-plankslab-mahogany-down-free": "Plankslab Mahogany (Free)",
"block-plankslab-sal-down-free": "Plankslab Sal (Free)",
"block-plankslab-saxaul-down-free": "Plankslab Saxaul (Free)",
"block-plankslab-spruce-down-free": "Plankslab Spruce (Free)",
"block-plankslab-sycamore-down-free": "Plankslab Sycamore (Free)",
"block-plankslab-elm-down-free": "Plankslab Elm (Free)",
"block-plankslab-beech-down-free": "Plankslab Beech (Free)",
"block-plankslab-eucalyptus-down-free": "Plankslab Eucalyptus (Free)",
"block-plankslab-cedar-down-free": "Plankslab Cedar (Free)",
"block-plankstairs-catalpa-up-north-free": "Plankstairs Catalpa (Free)",
"block-plankstairs-mahogany-up-north-free": "Plankstairs Mahogany (Free)",
"block-plankstairs-sal-up-north-free": "Plankstairs Sal (Free)",
"block-plankstairs-saxaul-up-north-free": "Plankstairs Saxaul (Free)",
"block-plankstairs-spruce-up-north-free": "Plankstairs Spruce (Free)",
"block-plankstairs-sycamore-up-north-free": "Plankstairs Sycamore (Free)",
"block-plankstairs-elm-up-north-free": "Plankstairs Elm (Free)",
"block-plankstairs-beech-up-north-free": "Plankstairs Beech (Free)",
"block-plankstairs-eucalyptus-up-north-free": "Plankstairs Eucalyptus (Free)",
"block-plankstairs-cedar-up-north-free": "Plankstairs Cedar (Free)",
"block-roughhewnfencegate-douglasfir-n-closed-free": "Roughhewnfencegate Douglasfir N Closed (Free)",
"block-roughhewnfencegate-willow-n-closed-free": "Roughhewnfencegate Willow N Closed (Free)",
"block-roughhewnfencegate-honeylocust-n-closed-free": "Roughhewnfencegate Honeylocust N Closed (Free)",
"block-roughhewnfencegate-bearnut-n-closed-free": "Roughhewnfencegate Bearnut N Closed (Free)",
"block-roughhewnfencegate-blackpoplar-n-closed-free": "Roughhewnfencegate Blackpoplar N Closed (Free)",
"block-roughhewnfencegate-pyramidalpoplar-n-closed-free": "Roughhewnfencegate Pyramidalpoplar N Closed (Free)",
"block-roughhewnfencegate-catalpa-n-closed-free": "Roughhewnfencegate Catalpa N Closed (Free)",
"block-roughhewnfencegate-mahogany-n-closed-free": "Roughhewnfencegate Mahogany N Closed (Free)",
"block-roughhewnfencegate-sal-n-closed-free": "Roughhewnfencegate Sal N Closed (Free)",
"block-roughhewnfencegate-saxaul-n-closed-free": "Roughhewnfencegate Saxaul N Closed (Free)",
"block-roughhewnfencegate-spruce-n-closed-free": "Roughhewnfencegate Spruce N Closed (Free)",
"block-roughhewnfencegate-sycamore-n-closed-free": "Roughhewnfencegate Sycamore N Closed (Free)",
"block-roughhewnfencegate-elm-n-closed-free": "Roughhewnfencegate Elm N Closed (Free)",
"block-roughhewnfencegate-beech-n-closed-free": "Roughhewnfencegate Beech N Closed (Free)",
"block-roughhewnfencegate-eucalyptus-n-closed-free": "Roughhewnfencegate Eucalyptus N Closed (Free)",
"block-roughhewnfencegate-cedar-n-closed-free": "Roughhewnfencegate Cedar N Closed (Free)",

💬 DanaCraluminum, Dec 19th 2022 at 9:30 PM

When I'm looking for "board", it only displays vanilla boards, could you rename your planks to match vanilla names?

💬 CatasteroidAuthor, Dec 17th 2022 at 10:26 PM

XeneWarf A few of the seeds have weird transforms which means the item model is too small and/or displaced too far so it's inside the ground or invisible in the GUI image, it's one of the things I will be working on in a polish update in the near future

💬 XeneWarf, Dec 15th 2022 at 10:42 PM

Heyo, Thanks for yet another Update.

The Spruce seed seems to missing a texture.

Love the mod so far.

Edit: the Pyramidal poplar seed is also missing a texture.

💬 CatasteroidAuthor, Dec 15th 2022 at 8:23 AM

Stefanklm If you use Discord you can send me the de.json file via a discord DM, thank you for translating the mod for me!

💬 Horizons, Dec 14th 2022 at 3:06 AM

Occasionally getting spammed with these messages:

19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:41 [Server Error] treengenproperties.json references tree generator game:coconuttree-coconut-trunk10, but no such genera
tor exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!
19:02:42 [Server Error] treengenproperties.json references tree generator game:catalpas, but no such generator exists!

💬 Stefanklm, Dec 12th 2022 at 9:31 PM

Hey Catasteroid

I have translated your mod into German, hope that's ok! I would like to send you the de.json so you can integrate it into your mod :)

💬 Lino, Dec 11th 2022 at 6:12 AM

Dr_Cummies Also compatibility patch for Sleeve's would be nice. May be on that mod though

💬 Dr_Cummies, Dec 10th 2022 at 6:31 PM

is there a way to add compatibility with "indappledgroves"? its having missing textures when splitting any wood from your mod. or removing bark. Love the mod btw very much needed.


💬 Foxy_Grandpa, Dec 10th 2022 at 6:01 PM


Ah alrighty; I'll be sure to fix it then. Thanks!

💬 Thranos, Dec 10th 2022 at 7:37 AM

if you scroll down a little, it's explained that the bug appears to be an issue with the base game, but there's a(n untested) workaround

💬 Foxy_Grandpa, Dec 10th 2022 at 6:02 AM

Massive graphics problems with mods like Bunny's Roadworks, Bricklayers and More Clay. Broken textures galore.

💬 FireFrost, Dec 9th 2022 at 5:09 AM

Everything is fine now that fix worked thanks , although now I have floating grass above flowers in certain areas in my base , seems to be woad , catmint and cow parsley

💬 CatasteroidAuthor, Dec 9th 2022 at 12:11 AM

Running large maps shouldn't affect how the mod works unless you have the polar temperature gradient also set to a large value (the defaults are very large) which means you might be walking a long time to find the higher temperature/tropical stuff, it shouldn't affect gameplay too much otherwise

💬 FireFrost, Dec 8th 2022 at 5:23 PM

Will do thanks , great mod , love the trees - on a side note I run maps at 1mil x 1mil maybe that's a bad idea also .

💬 CatasteroidAuthor, Dec 8th 2022 at 5:00 PM

Hmm looks like another texture atlas issue, somebody on the VS discord suggested this method to try and resolve this issue; there are two properties in the clientsettings.json file in your VintagestoryData folder (located in %appdata%/Roaming/VintagestoryData, or C:/Users/<yourusername>/AppData/Roaming/VintagestoryData for windows users) that affect the maximum size of the texture atlas, maxTextureAtlasWidth and maxTextureAtlasHeight, normally they are set at 4096 each but you could try setting the height, or both to 8192 to see if that alleviates the issue. Hope that helps, I haven't been able to reproduce the issue on my machine yet so I'm relying on information provided by the users playing with the mod, let me know if changing the maximum texture atlas sizes works, it might require a world reset to work properly 

💬 CatasteroidAuthor, Dec 8th 2022 at 12:46 AM

FireFrost Thranos Could you send me your log files including the server-main and client-main logs? The mod adds a lot of new textures and the texture atlas used by Vintage Story is a single large image 4096x4096 pixels in size and every texture is added to the atlas along with instructions that tell the game how to chop up the atlas into individual parts that make up each texture including the size of each texture in the atlas and the coordinates in the atlas image so it's possible with multiple other mods installed the texture atlas can become full or one of the larger textures like the very long large palm leaf texture could result in the texture atlas being full or textures being placed outside the 4096x4096 pixel bounds of the atlas. I will be reporting this bug to the developers

💬 Thranos, Dec 7th 2022 at 7:45 AM

A client on my server is getting the same issue as FireFrost

💬 FireFrost, Dec 7th 2022 at 3:57 AM

keep getting crash saying error generating textures in Atlas? is atlas the mapping tech or Im also using campaign cartographer . but keeps crashing generating the leaves with sticks in them . 

💬 WTF27pl, Dec 5th 2022 at 9:45 PM

I absolutely adore new trees. They are so pretty and good i hope they can be more diverse tho like in burn time since from what i remeber mahogany burns pretty well and long

💬 SecretFoxfire, Dec 5th 2022 at 7:28 PM

Love all the new wood and tree types!  Unfortunately a lot of the graphics seem to be broken though, like for a lot of the seeds, and for the citron fruit. Is that happening to everyone? Is there a way to fix it?

💬 CatasteroidAuthor, Dec 5th 2022 at 5:31 AM

Version 1.1.2 reimplements a bunch of wood-related recipes including the firewood recipe, I had expected that the default recipe automatically includes all new wood types but apparently that's not the case. If people are suffering slowdown it might be a product of the game generating hundreds of new objects using those wood types, and other mods which introduce new wooden items and blocks (especially those which implement lots of them) are likely to multiply this value. I'm not sure how to proceed knowing this, I could trim down a few wood types but I can't control what other people add to their mods or what other mods users download and use along with mine.

💬 PeterSanderson, Dec 4th 2022 at 10:53 PM

I upgraded from 1.0.1 to 1.1.1 on my server and my initial load time/data doubled. I had to revert to even get in. Not sure what's happening or if my client system just can't handle the extra textures. I will try again on a test server. Anything I should be looking for that might cause such a dramatic slowdown?


💬 Vidatroll, Dec 4th 2022 at 8:09 PM

Estuve probando mods y me di cuenta que este mod no es compatible con este

💬 itinerare, Dec 4th 2022 at 1:31 PM

Thanks for the update! Glad to see the new trees look to have seeds now, though the spruce (but not blue spruce) seed seems to have a case of the questionmarks.

💬 XeneWarf, Dec 4th 2022 at 12:48 PM

Thanks for the new update.

Now I don't have to look at questionmark Hazelnut anymore. And I haven't managed to crash the game yet after a bit of testing.

but the wattle fences stil have a missing texture. 

and is it by design or a mistake that I can't chop the wood into firewood?

it tried with Willow logs, Pyramidal logs and Douglas fir logs.

Update: Willow seeds also seem to be missing a texture in the inventory. either that or their texture makes them imposible to see.

💬 Thranos, Dec 3rd 2022 at 9:28 PM

Huh, kinda surprised Mulberry didn't make it onto the list of fruiting trees.
They're fairly notorious for making an absolute mess every time they fruit due to dropping what might as well be long blackberries all over.

Black Walnut would be a nice wood addition, it's got a very rich, dark color.
(Also baffled by the vanilla game's low drop rate of walnuts, IRL they drop so many it's like a truck carrying tennis balls crashed underneath the tree)

💬 CatasteroidAuthor, Dec 1st 2022 at 7:41 PM

Thanks for the feedback folks, we're working on a patch to resolve some of issues that have been brought up along with some known issue that initially escaped my attention, stand by for version 1.1.1

💬 Chuckles, Dec 1st 2022 at 6:13 PM

Douglas Fir Logs do not have a firewood recipie.  Quarter douglas fir logs do.

💬 Chuckles, Nov 30th 2022 at 8:47 PM

I'm getting the white with question mark texture on hazelnut trees

💬 RuneScholar, Nov 30th 2022 at 9:58 AM

@Thranos Yeah, mine are green and would be errors, but are taking on the bricklayers texture for some reason.

💬 znatik, Nov 30th 2022 at 8:48 AM

When installing the mod, the game crashes.

💬 Thranos, Nov 30th 2022 at 5:09 AM

Also seeing said wonky textures, but mine are just green-tinted [?] error textures.

💬 RuneScholar, Nov 29th 2022 at 10:29 PM

Just reporting a Bricklayers incompatibility. Leaf textures are all wonky with bricklayers textures in them.

💬 CatasteroidAuthor, Nov 25th 2022 at 7:34 PM

Kirona Ok I'll have a look through the files and try and resolve that issue, we're due to release version 1.1.0 very soon so hopefully you won't have to wait too long

💬 Kirona, Nov 19th 2022 at 2:13 AM

For whatever reason, wines from the fruits from this don't display their names properly, and don't seem to be usable for distilled spirits or anything.

💬 CatasteroidAuthor, Sep 22nd 2022 at 11:01 AM

I've fixed the handbook crashing issue- it was because I had almonds and cacao define juiceableProperties but define them as Null, which meant the game was trying to read properties like what juice they made and how much and they obviously didn't have these properties, so the code just causes an exception instead of just discarding the data, I've reported it as a bug.

💬 Gert, Sep 21st 2022 at 7:57 AM

Got the same problem as Silvimancer. Disabled every mod except for Wildcraft Trees and Wildcraft. The game crashes when trying to view a item in the handbook.

💬 Silvimancer, Sep 19th 2022 at 5:33 PM

Mod appears to break the game when opening the survival handbook and clicking any item in the handbook (disabling the mod prevents the error from occurring):

Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.3 (Stable)
9/19/2022 12:30:33 PM: Critical error occurred
Loaded Mods: weaponpacka@1.3.1, ancienttools@1.4.7, bettercrates@1.5.1, betterruins@0.0.3, buildingplus@1.1.2, drdecor@1.0.0, fieldsofgold@1.3.0-dev.1, justmoreruins@0.3.1, meteoricexpansion@1.2.2, potatoes@1.0.8, moredungeons@0.1.1, primitivesurvival@3.0.5, sleevesdecor@1.0.2, specializedbags-18Slot@0.4.2, thecritterpack@0.7.6, game@1.17.3, wildcrafttrees@1.0.0, wildcraft@1.4.1, carrycapacity@0.6.5, fartempleaxe@1.0.0, fromgoldencombs@1.3.14-pre.1, lc@1.0.0, lichen@1.6.1, medievalexpansion@3.8.1, moreanimals@1.2.3, prospectorinfo@4.1.0, ruinvariants@1.0.1, sluicefork@1.0.0, tpnet@1.7.0, temporalmirror@1.6.1, vanvar@2.0.1, creative@1.17.3, redirectlogs@1.0.0, survival@1.17.3, campaigncartographer@3.0.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 637
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 110
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 256
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 118
at Vintagestory.API.Client.GuiElement.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 668
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 439
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 564
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 416
at Vintagestory.Client.NoObf.ClientMain.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2286
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 230
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 808
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries containing Vintagestory.exe, the latest 3
{ TimeGenerated = 9/19/2022 12:27:54 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2268912667540630476, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: Vintagestory.exe
P3: 631af235
P5: 10.0.19041.1949
P6: cb12e58e
P7: c0020001
P8: 0000000000034fd9

Attached files:

These files may be available here:

Analysis symbol:
Rechecking for solution: 0
Report Id: 91a695c0-5222-4bf2-afca-9d44e13ed07e
Report Status: 268566528
Hashed bucket: 91f391793610a8353f7ccc0cc724abcc
Cab Guid: 0 }
{ TimeGenerated = 9/19/2022 12:27:53 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version:, time stamp: 0x631af235
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1949, time stamp: 0xcb12e58e
Exception code: 0xc0020001
Fault offset: 0x0000000000034fd9
Faulting process id: 0x1b64
Faulting application start time: 0x01d8cc4cfc06b609
Faulting application path: C:\Users\jtjon\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 91a695c0-5222-4bf2-afca-9d44e13ed07e
Faulting package full name:
Faulting package-relative application ID: }
{ TimeGenerated = 9/19/2022 12:27:51 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FFAD5F54FD9

💬 Acouthyt, Sep 19th 2022 at 5:32 PM
Syntax error in json file 'wildcrafttrees:worldproperties/block/fruittree.json': Failed deserializing
 fruittree.json: Cannot deserialize the current JSON array (e.g. [1,2,3]) into type 'Vintagestory.API.Common.StandardWorldPro
perty' because the type requires a JSON object (e.g. {"name":"value"}) to deserialize correctly.
To fix this error either change the JSON to a JSON object (e.g. {"name":"value"}) or change the deserialized type to an array
 or a type that implements a collection interface (e.g. ICollection, IList) like List<T> that can be deserialized from a JSON
 array. JsonArrayAttribute can also be added to the type to force it to deserialize from a JSON array.
Path '', line 1, position 1.
💬 Tina, Sep 19th 2022 at 4:37 PM

Thank you very much!

💬 Yuhri, Sep 19th 2022 at 4:18 PM

can't wait for a certain other mod to incorporate chocolate

💬 l33tmaan, Sep 19th 2022 at 4:00 PM

Please have mercy on me...

💬 Vinter_Nacht, Sep 19th 2022 at 3:49 PM

Congratulations on this release!

(edit comment delete)