Mods / VS Lumber

Tags:
Woodworking
Author:
ShaneDevsGames
Side:
Both
Created:
May 15th at 8:53 AM
Last modified:
Jun 16th at 2:14 PM
Downloads:
2543
Latest release (for Vintage Story 1.22.1 - 1.22.3, potentially outdated):
vslumber-0.1.2.zip  1-click install
For testers (for Vintage Story 1.22.1 - 1.22.3, potentially outdated):
vslumber-0.1.3-pre.1.zip  1-click install

VS Lumber deepens Vintage Story's tree-chopping with per-log voxel wedges. Carve a notch one swing at a time until the trunk gives way.

Heads up - this mod is early in development. Vanilla and modded trees that extend the vanilla log via inheritFrom *should* work.  Back up your world before adding any mod to an existing save.

imageimage

Why this exists

I play on a server with some mates, where I'm the designated lumberjack. After chopping hundreds of trees, I got a bit jealous that the blacksmith got to play with voxels, so I decided to give wood-cutting it's own particle frenzy. Overall, doesn't change the behaviour from vanilla too much.

Features

Per-log voxel wedges

Each axe swing carves a notch based on the face and height you swing at. Aiming higher will start the chops higher, aiming lower will chop lower.

Structural collapse

Cut through enough of any slice and the trunk gives way, the vanilla tree fall behaviour still remains

Tree-size scaling

Bigger trees take a longer time per swing.

Tree regrowth

Walk away from a half-chopped tree and the wood slowly fills back in over a couple of in-game days.

Axe-tier scaling

Better axes carve wider wedges and bigger chunks per swing.

Dull-axe ragged cuts

 A worn-down axe leaves a noisy, rough cut surface. A fresh edge produces a cleaner V.

Compatibility

  • Universal mod: install on both client and server for multiplayer.
  • Hooks into the vanilla log blocktype, so modded woods that use inheritFrom: log should be picked up automatically. However, we don't play with any modded trees atm, so I havent tested with any.
  • Currently no required library dependencies.

 

Issues

  • Sometimes swinging speed and actual chops will get desynced, especially on servers. Letting go of swinging will fix temporarily. Not sure of a good solution right now, or if it would be worthwhile spending the time to do so at this moment.
  • Having more than one person hitting a tree at once, may feel a bit odd.

Configuration

Generated on first server start at %appdata%\VintagestoryData\ModConfig\vslumber.json. Tune things and restart.

Full configuration reference (click to expand)

Core

Key Default Notes
VoxelResolution 16 Voxels per log edge. Range [2..64]. Each chopped log keeps its creation resolution. Higher = finer cuts, more memory per log.
IntegrityCollapseThreshold 0.10 The trunk collapses when any horizontal slice drops below this solidity fraction. 0.10 = "collapse when 90% of a slice is gone".
MaxTreeNodes 4096 Cap on connected log blocks traversed when finding the tree for calculating swing speed.
TickIntervalMs 1000 Server heal-tick cadence in real-time ms (min 1000).
MeshDirtyDebounceMs 200 Combines re-tesselation jobs per log so rapid swings don't thrash chunk meshes.

Regrowth / healing

Key Default Notes
HealCooldownDays 1.0 In-game days after the last hit before regrowth starts.
HealPercentPerDay 20.0 Percent of removed voxels restored per in-game day, regrows from existing voxels first..
HealSaturationDaysCap 2.0 A cap on how many in-game days of heal can credit in a single tick. Prevents a half-chopped tree from instantly healing when its chunk reloads after being unloaded for a while. Dunno if I'll keep this as on by default in the future.

Axe tier and chop power

Key Default Notes
TierLeniencySteps 3 The "-3" in vanilla's requiredAxeTier = max(1, woodTier - 3). Lower = stricter tier gating.
TierBonusPerStep 0.20 Chunk-volume bonus per tier above requirement. Steel (5) on oak (req 1) = 1 + 4 × 0.20 = 1.8× per swing. Set 0 to disable tier scaling entirely.
ChopDepthPerExcessTier 1.0 Extra voxels of depth per swing per tier above requirement. Baseline is 1 voxel/swing at matched tier.
EnableTierTooLowWarning true Chat hint on rejected swings with an under-tier axe.
ChopIntervalMs 650 Time between successive chops while holding to chop.

Wedge geometry

Key Default Notes
WedgeBaseTaper 0.75 Voxels of height the V loses per depth step. 2.0 = vanilla-wide ~90° cut; 0.75 = playtested sweet spot; <1.0 = needle-like.
WedgeTaperBonusPerTier 0.2 Extra taper added per (axeTier − woodTier) step. Wider wedges with better axes.
WedgeCutNoise 0.35 Cut-boundary randomization. 0 = mathematically perfect V, 0.5 = ragged.
WedgeNoiseDurabilityFloor 0.10 Durability fraction at which noise hits its full configured value. Default: final 10% of axe life is when the dull-axe ragged-cut effect is fully on display.
WedgeNoiseFullDurabilityScale 0.05 Fraction of noise still applied at full durability. 0 = a brand-new axe carves a clean V; 0.05 = even a fresh edge leaves a hint of jitter.

Look and feel

Key Default Notes
AxeChopRange 3.5 Block-pick range while a chop-axe is held (vanilla is 4.5; shorter because the shoulder-to-aim trace becomes meaningless beyond a few blocks).
EnableImpactPreview false Wireframe outline of the voxels your next chop will remove. Off by default - laggy at large chop depths; was useful for debugging.
WoodchipParticleMinSize / MaxSize 0.5 / 1.0 Wood-chip size in voxels (1.0 = 1/16 block).
WoodchipParticleVelocityScale 0.5 Multiplier on chip particle velocity.
WoodchipParticleSpread 2.0 Random spread around outward velocity. 0 = lockstep, 1 = baseline, higher = chips fan out wildly.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.3-pre.1 vslumber
1.22.1 - 1.22.3
711 Jun 16th at 2:11 PM vslumber-0.1.3-pre.1.zip 1-click install

COMPAT: Initial capability for Eco Machina size-aware carving; i.e thin branches carve as thin columns, not full cubes. Note that due to the chopping render being voxel based, Eco Machina trees wont perfectly line up with the voxel grid and the voxel-based UV map. (Eco Machina dev mentioned they have plans to update their UV mapping in the future to move away from the current stretched texture method, so leaving as is for now).

imageimageimage

Leaving as a pre-release for now, more testing required.

 

Note: Looks like Immersive Mining is coming out with a new lumber feature, that will very likely make this mod not worthwhile anymore. Therefore, motivation to continue this mod any further will likely decrease.

0.1.2 vslumber
1.22.1 - 1.22.3
1084 Jun 16th at 2:01 PM vslumber-0.1.2.zip 1-click install

COMPAT: Added rendering override to Eco Machina trees to allow the chopping rendering.

0.1.1 vslumber
1.21.0 - 1.22.2
700 May 22nd at 1:37 PM vslumber-0.1.1.zip 1-click install

FIX: Ladder/Torch placement on natural trees.

0.1.0 vslumber 48 May 15th at 9:00 AM Empty vslumber-0.1.0.zip 1-click install

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

SeNIX, Aug 30th at 11:32 PM

v0.1.1 Doesnt work on 1.21.5, was hoping it would :(

Heebeejeebees, Aug 18th at 5:31 AM

Is there consideration to update this mod for versions past 1.22.3, or had you moved onto bigger and better things since this?

Seth_Kaine88, Aug 13th at 4:05 PM

First : I'm in love with this mod, best immersive XP ever ! 

secon : I have a lot of entries in my client-debut.txt : Is it a bug or just verbose stuff? because my client crash (without trace in file crash.txt) at the same time. 

Spoiler
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512254, 122, 511852 uncarved → default
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512252, 122, 511853 uncarved → default
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512253, 122, 511853 uncarved → default
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512254, 122, 511853 uncarved → default
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512250, 122, 511866 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512246, 122, 511871 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512252, 123, 511852 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512253, 123, 511852 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512252, 123, 511853 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512253, 123, 511853 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512253, 124, 511852 uncarved → default
Spoiler
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512254, 122, 511852 uncarved → default
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512252, 122, 511853 uncarved → default
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512253, 122, 511853 uncarved → default
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512254, 122, 511853 uncarved → default
13.8.2026 17:36:10.733 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512250, 122, 511866 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512246, 122, 511871 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512252, 123, 511852 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512253, 123, 511852 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512252, 123, 511853 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512253, 123, 511853 uncarved → default
13.8.2026 17:36:10.734 [VerboseDebug] [vslumber] OnTesselation side=Client pos=512253, 124, 511852 uncarved → default
Timbrage, Aug 4th at 7:49 PM

I really like your mod, but I have an issue when I use it with Salty's Falling Trees, it doesn't trigger the "domino" effect of Salty's mod for some reason

(I'm using Salty's Falling Trees, Eco Machina and Falling Eco Machina)

soldierr, Jul 28th at 7:52 AM

hello it seems that copper axes doesnt work to cut trees for some reason

pngwn, Jul 15th at 1:08 PM

Sorry to hear that Immersive Mining has reduced your motivation. I will say that some people would want this cool visual feature here, but without the other features of Immersive Mining. So I've got this one followed still, and I hope that as Eco Machina updates, this one will at least keep up compatibility with it. Thanks!

GarnetAnimations, Jul 2nd at 3:58 AM

Semi random question, could this be expanded to work for shovels & pickaxes too? I love the effect but I personally find immersive mining to be a bit much for me lol.

FAIV, Jun 24th at 1:50 PM

Hey I've noticed that some modded Tools like as example the Iron Dolabra are unable to fell trees with VS Lumber installed, is there any way to specify excluded items to revert back to vanilla behaviour or something the like? Apart from that I really hope you consider continuing this Mod, this is great work from you and I love it. Even with the Immersive Mining update both mods behave very differently :))

Adham, Jun 23rd at 12:02 PM

Hi, could you make this compatible with Tools Animations? - https://mods.vintagestory.at/toolanimationsfork

For some reason the tree chopping is broken and Logs (as in tree logs incase you thought i meant debug logs) dont take any damage when both mods are active, both mods work vanilla but not together, which is wierd because immersive mining works with this vslumber.

Exmortis, Jun 21st at 12:21 PM

Howdy ShaneDevsGames

I've added compat for your mod to my Logging Expanded mod

Will be coming out in the next release.

Thanks for the great mod, it is a really pleasing visual!

GummieBear, Jun 20th at 2:59 AM

Every time I think I'm happy with my mod set... I see something I feel I can't live without... Thank you!

WatermelonFrogy, Jun 17th at 3:30 AM

Can we get a client sided version thats purely visual?

Kaynereer, Jun 16th at 8:07 PM

is it compatible with Eco Machina?

Ether_Joe, Jun 16th at 11:07 PM (modified Jun 16th at 11:08 PM)
@Kaynereer: is it compatible with Eco Machina?

I'd love to know as well if this is also compatible with in dappled groves since they already make trees longer to cut down. This is a game changer though. Especially since I love logging trees down ShaneDevsGames. Great job with this. I salute you my man.

Metamorphage, Jun 17th at 11:24 AM (modified Jun 17th at 11:26 AM)
@Kaynereer: is it compatible with Eco Machina?

tester version yes, recommended one no

MagicMcGuffin, Jun 16th at 7:16 PM

This. This makes me cry tears of joy.

Dawnveu, Jun 16th at 4:39 PM

is there a way to make it so swing speed isn't affected by tree size? this is almost compatible with Immersive Mining but that part makes it so swings take a very long time on any tree over 8ish blocks. Also, IM and this mod don't do the same thing, the voxel breaking from IM is purely visual and only cuts slightly into the wood whereas this is more like true tree chopping!

SaltyWater, Jun 16th at 3:50 PM

Pleeeease do not hault development on this mod!!

I am making immersive mining have a similar feature but both mods are very different in their core! There are a lot of people that would adore a feature like this but despises IM slow systems and it's totally fine you absolutely must keep working on this gem please!!

Floppagif GIF - Floppagif Floppa - Discover & Share GIFs

Streamline, Jun 19th at 6:05 AM
@SaltyWater: Pleeeease do not hault development on this mod!! I am making immersive mining have a similar feature but both mods are very different in their core! There are a lot of people that would adore a feature like this but despises IM slow systems and it's total

For sure! Immersive Mining doesn't fit in my vision for my modlist (mostly because of Interesting Mining and Extraction), so this is a nice lighter alternative. My only problem with this mod is the lack of In Dappled Groves support.

Vanteal, Jun 16th at 3:31 PM

From what I can see in the previews it makes me wish it would make the tree actually fall over instead of just breaking the whole tree like normal. There is a falling tree mod out there somewhere, maybe you can combine the two mods?

Vinni_Pukh, Jun 16th at 3:22 PM (modified Jun 16th at 3:24 PM)

Eco Machina support!! Awesome!! Thank you so much this is gonna be great I can't wait to play with it tonight :D

Immersive mining is an amazing mod and Salty does great work, but it's also so all-encompassing that having this option that doesnt' affect other tools but still gives the awesome logging effects is still very very appreciated, so thank you for all your hard work ♥️

MEHFOOD, Jun 16th at 2:32 PM

ShaneDevsGames Thanks so much for this mod. It's kinda a shame that Salty is coming out with his own version, but this will always be the OG in my heart

Dawnveu, Jun 14th at 1:55 PM

I've wanted to chop down trees like this since I started playing ages ago, looking forward to when the Eco Machina compatibility releases so I can use it!

GLaDOS_cz, Jun 1st at 3:26 PM

When I was suggesting a better choping of trees on suggestion forum, this is excatly what I had in mind, truly makes choping more immersive.

Mercar, May 29th at 11:39 PM (modified May 30th at 8:12 AM)

ShanRa with Eco Machina still worked ? 

Vinter_Nacht, May 25th at 9:19 PM (modified May 25th at 9:21 PM)

Turns out this isn't compatible with In Dappled Groves, my tools (axes/etc) don't impact the tree at all.  It's specifically any non-vanilla axe that seems to be having the problem. The Copper Axe works as intended, as do the stone axes.  It also doesn't respect the damage adjustments to the logs. (Which I suspect is because your log is a special log called BlockTreeLog)

JeanPierre, May 25th at 2:48 PM

I love this so much you have no idea, i literally dreamed about this 

ShaneDevsGames , May 25th at 12:10 PM

Played around a little bit with Eco Machina. 

imageimageimage

MEHFOOD Actorios Zaelesh Initial thoughts?

Zaelesh, May 25th at 3:32 PM
@ShaneDevsGames: Played around a little bit with Eco Machina. MEHFOOD Actorios Zaelesh Initial thoughts?

Far from perfect but it's as good as is reasonable and definitely better than nothing. Thanks for making the effort <3

StutteringStud, May 25th at 5:02 PM (modified May 26th at 3:22 AM)
@ShaneDevsGames: Played around a little bit with Eco Machina. MEHFOOD Actorios Zaelesh Initial thoughts?

that looks really quite decent! way better than the default at showing chop progress and it looks as though it's tracking the axe swings pretty well (where and when the cut appears on the tree). Can't wait to use the mod!

one thing I noticed: seems to fatten up the logs and alter textures a bit when you start to chop them. this is most noticeable on the smaller pine trunk/log example, but it is more than manageable, for sure!

MEHFOOD, May 26th at 12:49 AM
@ShaneDevsGames: Played around a little bit with Eco Machina. MEHFOOD Actorios Zaelesh Initial thoughts?

oh yeah, that's fantastic! Honestly, the size change doesn't bother me as much as the texture swap, and neither of those are real issues imho.

Permarin1, May 31st at 3:50 AM
@ShaneDevsGames: Played around a little bit with Eco Machina. MEHFOOD Actorios Zaelesh Initial thoughts?

hello, i was wondering when the next update for this mod, with this eco machina compatibility is added?

i kinda did an oopsie and thought the latest version already had compatibility, so when i got into my world and started chopping a tree..

and not getting any voxel updates, only the particles i went into full "what mod broke it" thinking it should already work lol.

glad i re-read and properly understood now that your chopping gif is still in dev branch, not public release before ripping mods in vain lol.

SynthWave, May 25th at 7:53 AM

Hello, would this mod work with Tools Animations?

Nugut, May 27th at 4:57 PM
@SynthWave: Hello, would this mod work with Tools Animations?

I just been testing it and seemingly no it make tree chopping impossible as the block never looses health it seems 

Mollycoddle, May 25th at 7:42 AM

Will this recognise Toolsmith axes?

Ren834, May 25th at 4:15 AM

Now all we need is this, but for mining. Then we shall be... Perfect...

IWillSoonReturn, May 25th at 2:41 AM

this is awesome, is it compatible with salty's manual mining and tree falling? I've seen some people already ask about eco machina support but tree falling and manual mining are the big ones for me

HeadPilgrim, May 24th at 6:42 PM

Wow this is really great. There's just something about actually carving into a tree with your axe that makes it 10x more satisfying. Should be vanilla in some fashion after playing mucking around with it for a minute.

MEHFOOD, May 24th at 3:21 PM

This mod looks fuckin sick. Currently running Eco Machina, so I can't add this, but you better believe I'm downloading as soon as there is compatibility 

PapitoPapz, May 24th at 12:13 PM

The idea is nice, what if compatiblty with immersive mining mod ? The tree chopping animation in that mod would go hand to hand with this mod

Puffer8, May 24th at 11:41 AM

Damn not gonna lie this is dope as hell, the only problem I have with it is that for bigger trees you swing so slowly, its like moving in a dream. Couldn't the notch be made smaller instead? to show that the tree is bigger and the trunk thicker rather me suddenly getting arthritis?

RoshTMG, May 24th at 9:10 AM

Has some issue with either Combat Overhaul fork or SmithingPlus(only two mods I have that affect axes, so my best guess). Lower tier axes seem to work just fine, but as soon as you get into metal tools you can't cut or break trees with the tool at all, even in Creative.

I'll have to cut my mods to just these three and see which is responsible in the near future.

Thanks for your hard work.

ShaneDevsGames , May 24th at 9:21 AM
@RoshTMG: Has some issue with either Combat Overhaul fork or SmithingPlus(only two mods I have that affect axes, so my best guess). Lower tier axes seem to work just fine, but as soon as you get into metal tools you can't cut or break trees with the tool at all, ev

Interesting. I wouldn't be suprised that these things would happen. 

However, the server I play on also uses both those mods, we are only up to iron, but I can atleast confirm for us that Tin Bronze and Iron axes are working. 

Yeah any help you can investigating what mod is interacting, I can have a squiz into if theres anything I can do. No breaking at all tells me that the modded axes are not advertising their chopping level in the vanilla way, but I can't say for sure.

You could also try setting TierLeniencySteps to 100 to see if it is just a tool level limitation, or something more.

MikeZilla_, Jun 21st at 10:00 PM
@ShaneDevsGames: Interesting. I wouldn't be suprised that these things would happen. However, the server I play on also uses both those mods, we are only up to iron, but I can atleast confirm for us that Tin Bronze and Iron axes are working. Yeah any help you can investig

I'm having the same issue. The only mod shared with Rosh is CO fork. Stone axes chop fine, but no metal axes. Not even bronze or iron. Tier leniency 100 doesn't affect this at all.

Actorios, May 24th at 7:49 AM

Cool mod, bro! I can’t wait for EcoMachina compatibility

Wulk, May 24th at 6:16 AM

been wanting a mod like this for a while, once its stable enough will be a must have for me

Zaelesh, May 24th at 5:42 AM

Does this work with Eco Machina? It makes trees look less like blocks and more like real life trees which would go great with your mod

ShaneDevsGames , May 24th at 6:06 AM (modified May 24th at 9:25 AM)
@Zaelesh: Does this work with Eco Machina? It makes trees look less like blocks and more like real life trees which would go great with your mod

That mods pretty cool. I did a very quick look, they don't work together (this mod reverts to vanilla behaviour). Eco Machina must replace vanilla tree mechanics in some way that's currently incompatible.

There are more hooks I can look at to try to work with mods like this. But this mod is designed with full blocks in mind (So we could work with the bases of Eco Machina trees, but it would look weird for the branches).

Let me sit with this and I'll have a think.

ShaneDevsGames , May 24th at 9:15 AM
@ShaneDevsGames: That mods pretty cool. I did a very quick look, they don't work together (this mod reverts to vanilla behaviour). Eco Machina must replace vanilla tree mechanics in some way that's currently incompatible. There are more hooks I can look at to try to work

I was slightly wrong in my statement, VS Lumber will still chop the Eco Machina trees with the particles. But Eco Machina is overwriting the rendering so you dont see the voxel mesh (makes sense). Will have a look to see if theres a quick bypass.

MaskedRabbit, May 24th at 5:40 AM

very cool, good job mate :)

OzzyMoo, May 15th at 1:07 PM

That looks awesome! Great work.
Just will there be modded tree compatability later on?

ShaneDevsGames , May 24th at 5:33 AM
@OzzyMoo: That looks awesome! Great work.Just will there be modded tree compatability later on?

Cheers.
I expect some modded trees *should* work, whilst others definetly wont. Do you have some mods in mind that I could test against?