Mods / Under Tangled Boughs
- Tags:
- Authors:
- Vinter_Nacht, Huldra_Nacht, Aethereal_Labs
- Side:
- Both
- Created:
- Feb 2nd 2025 at 2:48 PM
- Last modified:
- Sep 27th 2025 at 5:21 PM
- Downloads:
- 9313
- Follow Unfollow 368
-
Latest release (for Vintage Story 1.21.0 - 1.21.2-rc.2, outdated):
UnderTangledBoughs-1.21-v1.0.5.zip 1-click install
Under Tangled Boughs

"The old oak’s burls have grown large through the years,
each knot is a testament to survival.
Beneath the burls,
the tree's roots clutch the earth like weary hands,
pulling up what life remains
while sheltering the creatures who burrow in its hollow."

This long-requested mod separates the world elements of In Dappled Groves from its woodworking aspects. At long last, I'm ready to bring it to you. While there are new features planned for this mod in the future, for now, it is as it was, a world in addition that brings stumps, hollows, and burls to the forests of Vintage Story. Thank Crimson Skye for the incredible art!

-Tree Stumps - These are purely aesthetic features generated at the bottom of trees from Vanilla, Wildcraft Trees, and the Floral Zones family of mods.
- Hollows - Appear in trees and contain random loot. A highly configurable loot drop table can be found in the mod config, feel free to contact me for guidance on it.
- Burls - Purely aesthetic features that drop firewood when broken. It cannot be obtained as is.
- Hollows that look right in 2x2 trees
- Fallen logs, both hollow and not, that generate in the forests.
- Standalone stumps, including hollow stump versions
- Additional tree blemishes (cankers/etc) to add more visual variety to the forests.
Or Buy Me A Tea Through Ko-Fi!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.5 | undertangledboughs | 2998 | Sep 27th 2025 at 5:21 PM | UnderTangledBoughs-1.21-v1.0.5.zip | 1-click install | ||
|
1.21.1-0.5
- Removed test code that was spawning hollows at every attempt.
Note: Not guaranteed to correct every issue. There's some strangeness going on with trees seeming to spawn less than usual. Test world spawning shows that trees are spawning consistently, but the issue may persist. More research is necessary. | |||||||
| 1.0.4 | undertangledboughs | 725 | Sep 10th 2025 at 6:05 AM | UnderTangledBoughs-1.21-v1.0.4.zip | 1-click install | ||
|
1.21-1.0.4
- Update to 1.21
- Added Horsetail to the drops from tree hollows.
| |||||||
| 1.0.2 | undertangledboughs | 4503 | Feb 8th 2025 at 3:34 PM | UnderTangledBoughs-1.20-v1.0.2.zip | 1-click install | ||
|
1.20-1.0.2 | |||||||
| 1.0.1 | undertangledboughs | 1087 | Feb 2nd 2025 at 3:08 PM | UnderTangledBoughs-1.20-v1.0.2.zip | 1-click install | ||
|
1.20-1.0.2
- Updated durabilities and ensured compatibility with IDG and similar mods.
- Reduced Floral Zones stump durability to 4.5
1.20-1.0.1
- Temporarily disabled rendering contents of Hollows in anticipation of future updates.
- Adjusted Wildcraft Tree stump resistance to default 4.5, added combustible properties, fixed treespread.
- Adjusted Vanilla Tree stump resistance to default 4.5
- Adjusted treefellingindex and other relevant values for all trees integrated into compatibility.
1.20-1.0.0
- Converting In Dappled Groves WorldGen Content to a separate mod.
- Added lang file entry for tabs
- Implemented config value for burl propagation | |||||||
I would love to see this mod updated, or if you wish to pass on the mod, please post your source.
This is one of my favorite mods.
at System.ModuleHandle.ResolveMethod(QCallModule module, Int32 methodToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount)
at System.ModuleHandle.ResolveMethodHandleInternal(RuntimeModule module, Int32 methodToken, ReadOnlySpan`1 typeInstantiationContext, ReadOnlySpan`1 methodInstantiationContext)
at System.ModuleHandle.ResolveMethodHandle(Int32 methodToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveMethod(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at HarmonyLib.MethodBodyReader.ReadOperand(ILInstruction instruction)
at HarmonyLib.MethodBodyReader.GenerateInstructions()
at HarmonyLib.MethodCopier..ctor(MethodCreatorConfig config)
at HarmonyLib.MethodCreator.CreateReplacement()
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchProcessor.Patch()
at AttributeRenderingLibrary.HarmonyPatches.AttributeRedirectionPatch.ScanAndApply(Harmony harmony, ILogger logger) in C:\Users\dana_\Source\Repos\AttributeRenderingLibrary\AttributeRenderingLibrary\HarmonyPatches\AttributeRedirectionPatch.cs:line 32
BlueRazzFox It works with wilderlands for sure. Those mods just edit tree size, while this mod adds to the trees, so they don't conflict
This might be a silly question, but is this compatible with mods that change the shape/size of trees at worldgen, like Lakul's Enhanced Vanilla Trees and Wilderlands Forests? I love the idea of the tree hollows and stumps on these more aesthetically pleasing trees.
Hi, the mod is broken for the new 1.22 can you please update it ? :c <3
Hi, I have a cool idea to improve this mod !
I love the look of the stumps, sometime I don't destroy them because they look cool, I love sitting on it it feel cozy, but sadly we can't take it and place them anywhere we want, it break them into classic wood log... So here my idea :
Allow us to use a shovel so we can take the stumps and place them anywhere, the shovel is the only logical tool that fit well this idea imo, so it will give us a way to collect the stumps without destroying them !!! <3
I second this motion for a shovel to remove stumps.
Actually it is not all trees. I chopped a poplar with a stump and it was correclty tied to the rest of the tree. It seems Birch, Oak, and possibly Pine are affected. will test out further.
Stumps it seems have extremely low durability compared to the rest of the tree. As well, when downing the stump at the bottom of a tree it will not knock the whole tree down. So to cut a tree, i have to aim one block above the stump.
Two questions about the tree hollows; firstly, do they refill over time? Secondly, is it possible to get them as a drop when cutting down trees?
Vinter_Nacht - or anyone who noticed that the mods compatibility folders aren't implemented correctly, which explains the wierdness when ANY compatible mods are installed.
Here's how to fix:
assets -> wildcrafttree -> compatibility -> wildcrafttree -> stuff <--- Incorrect (Current)
assets -> wildcrafttree -> compatibility -> wildcrafttree -> stuff <--- Correct
Since, as i can see, you're only adding textures and blocktypes.
As for the lang files:
assets -> undertangledboughs -> compatibility -> floralzones(any/all) -> lang -> en(es/fr/etc.).json
would be the correct assortment, better to copy floralzones' lang files and make necessary additions there.
Edit: after fixing the folder structure, the game crashes at startup.
Is this compatible with Wildcraft trees?
Vinter_Nacht Hello, sorry I didn't saw your answer to my previous comment : "Please allow us to change the translation. It's easy to do."
I am French and then use the game in French but "Stump" isn't translated, in French this is called "Souche" and if you translate it it doesn't look like "Pin Souche", it's reversed (because French use a lot of reversed things compared to english in how the sentences are made) so for example in French it should be : "Souche de Pin" (If 100% translated in English it mean : "Stump of Pin" lol), so idk if you can translate this for every trees and even modded trees or if you can put a "lang" file in your mod so I can translate it for you and can send it to you on Discord for you to put it in an update of the mod or whatever you prefer ! Would be cool thx ! <3
I am beting it is a bug where chopping the trunk doesn't down the tree however would I like to see it re-added as a config option. Because me and a friend quite like it 😅
Dirty_Wizard it is in the latest release, but not the trunks, you gotta mine the block above, then the trunk after
Dirty_Wizard - As far as I know. It's worth checking in with SaltyWater though! Might need additional checks for the hollow and stump.
Would this be compatible with Salty's Falling Trees?
Latest update seems to have fixed my issue with the forests, thanks for the quick update!
Could you add Boughs as a resouce from evergreen trees and add recipies to make roofs out of them? Thanks!
koimeiji Sounds like I need to crack into it today to see if I can pin down the "something weird happening"
Getting the same issue with forests not generating other than near spawn, and the forest that did generate was...well, let's just say it's a good thing I don't have trypophobia, because every tree was absolutely covered in tree hollows.
I am not running rivergen; only worldgen mods I have are Geology Additions and Rock Strata Variety.
World content mods (ie flora, trees, etc) would be Floral Zones (Cosmopolitian and Asiatic), Better Ruins/Traders, and Mycodiversity.
1.21.1 with mod version 1.0.4
Worldgen log snippet if it helps
MrFastZombie - That's weird as hell. Contrary to appearances, I don't actually touch worldGen directly at all. The mod only goes into effect when the trees are placed. I'm really curious how the two are interacting that's causing this. I'll have to see if I can suss it out.
I was testing out world gen mods and I noticed that I was having a very hard time finding forests beyond the spawn. I think using this and either Rivergen or the River mod causes forests to have some issues on 1.21.2-RC2 (I didn't test on 1.21.1, so unknown if it's new with 1.21.2 or not).
I've put together an imgur album that shows some examples of the issue: https://imgur.com/a/VKlKezp
Potentially related server-worldgen.log error:
EDIT: Issue seems to only happen with UTB 1.0.4 and not 1.0.2.
EDIT: Just realized there is a github issue tracker, I've made an issue so it's easier to track.
Does primitive survival's burrows cancel out with these burrows? Or they cancel out each other? 🤔
Vari_Ares - What areas are not properly translating? I'll be happy to get that up to date on the next release.
Please allow us to change the translation. It's easy to do.
Absolutely beautiful mod.
Hi, thx for you mod, I really like it !!! But can you please add a lang file for "Stump" and all, so we can trad it in our language ? Thx ! ^^
Wildcraft's young birches and possibly other thin trees appear incompatible - they aren't gaining features and no longer fell properly
Hello! It looks like the European yew stump
from the Floral Zones Mediterranean Pack is missing its stump texture.
Hi, thx for you mod, I really like it !!! But can you please add a lang file for "Stump" and all, so we can trad it in our language ? Thx ! ^^
Thricelight - There are some concerns with this, yes. First - All the stumps and hollows would turn into unknown blocks. All hollows would lose their contents, whether they're on a tree or have been placed. Burls would also turn into white blocks. While the stump and burls would restore normally, the hollows would (at best) reappear with no contents, and (at worst) would be broken in general. They may appear as hollows, but not have inventories at all. But that's the worst of it.
Trying to track down some issues with possible mod conflicts. I love this mod, but would it have serious consequences to my world if I was to de-activate Under Tangled Boughs temporarily?
Mollycoddle - As the conquest pack is a texture pack, that's clearly a mod conflict issue. I may try to see if compatibility can be achieved, but I first have to see where the issue lies.
I combined the Wildcraft Trees thing with the Conquest textures and this, and now every Wildcraft Tree Stump has no texture and is a purple/black block that cannot be harvested. It's a bit distracting.
Seems to lack the red cedar tree from Wildcraft.
Ejooj - Only in newly generated chunks, the original chunks will remain without.
Does the stumps get added to existing trees and saves?
Magritor - I just want you to know your post was perfectly understandable. I just didn't do a very good job of saying "I don't expect to see any bugs/errors". You didn't imply any bugs.
Vinter_Nacht Sorry for the word “bug” I'm French and I made a mistake during my translation into English ^^”
it was more in the sense that I didn't see any noticeable problems during the test ^^
Sinemu - Nope, and that's one I won't be trying to get compatibility with. I've worked with it before, and it's not really feasible without some serious footwork.
oneil - It will only generate on newly generated trees.
How does this mod work with Wild Farming - Revival?
Immersive! I loved it! Thanks for all the work!
hi sorry again ! how does it behave on an existing world ? will it spawn on new tree or old trees are affected ? thanks again for those great mods !
Wow what a gorgeous addition!
Magritor - It was tested amongst my patrons for about a couple of weeks first, so I'm not anticipating any bugs... But that's how they get ya.
Works well for now. I had no problems during my exploration and the rendering is perfect ^^