#Wildcraft Trees
1 messages · Page 3 of 1
Soon™️!
:3
Having the main part working, the quarter logs can be postponed for a future update, yea
Do you use inheritFrom?
1.20.0 added the inheritFrom property for json files. This allows one json file to inherit the properties from another json file. Similar to json patching, the inheritFrom property should point to the json file that the current asset should inherit from. It may be prefixed with a game domain.
It is currently only used by "roughhewnfence-fsnow.js...
This is not needed.
Why
It would save a lot of time when copying vanilla blocks
Is this issue known? And when the mod updates the issue will remain?
@formal bear
I am aware some people have this.
I have no idea what causes this.
I wasn't able to replicate it on any game version.
Strange.
The entire forest of this tree is like this, it only happens on the lateral faces of the trunks with salt.
If this module is updated, what would happen to this world? Would I have to create another one?
This is the wrong shape for this log, it must have a custom shape.
I don't know what can overwrite the shape like this.
Do you have any other mods Old Oak?
Because see, is is correct on my side
And I haven't changed ANYTHING about this log since the last version.
Yes, many, but I can test using only that one.
Are you using version 1.20?
Yes.
I can't find the culprit, but when I remove all the mods and leave only Wildcraft and Herbarium the problem disappears.
Is the Dana Tweaks mod part of your active mods list?
Yes! Is he the problem?
I noticed that when I use Dana Tweaks together with the Herbarium T&B module this problem occurs.
Try with the mod disabled.
Yep, see, it seems like that mod forces all leaky logs to have a new model...
With leaking stuff on all four sides
So silly
yeah, I disabled that part and the issue cleared up for me
It worked, thanks!
Will any compatibility be made?
@languid flame 👋 ☝️
Sry for the mention if this is old news.
Why
Cuz realism maybe?
But QoL, easier to see.
Can you not toggle the feature in the cfg?
Yes
You’re instantiating a custom model onto a block that has a different custom model and causing issues, I think?
Maybe
I don't know how to make it better
I am not immediately familiar with the exact problem at hand. You'd probably want to either code in Wildcraft support specifically or disable it happening to non-vanilla trees.
Because what are the chances of a log being injured and leaky not on one, not on two, but on all four sides? X)
But I get it, it makes leaky logs easier to spot.
You can use the mod without problems if you disable the client option "ResinOnAllSides"
Should this block be appearing naturally? I couldn't find it in the mangrove forest.
Their absence is fixed in my wip version. It will be out soon.
Weeping willows got a slight visual update, and now you will be able to grow them wherever you want (sapling-specific)
once the update for the trees module is out would "/wgen regen" work to regenerate terrain on a exiting world ?
I assume, it's a vanilla feature.
It should absolutely do so, yes. I've used it to regenerate my server's world after adding floral zones and then wildcraft: fruits and nuts and it created the new plants just fine
Be careful though! It WILL likely get rid of structures like trader wagons/camps and ruins. So you might wanna be cautious around those
good to know, I will backup the world before just in case, will it replace the structures for new ones on the same place? or just generate elsewhere ?
it REALLY depends
sometimes ruins will get completely removed
or they move to an adjacent chunk
or another ruin spawns in their place
if you run regen on the same location multiple times without changing mods it will have consistent results i believe, it's just that the new mods you've added will affect how the game decides to generate according to the relevant world seed
Of course, any player made modifications WILL vanish, including any buildings
If you have any terrain gen mods, then no. It only works with vanilla terrain (I.E. not Terra Prety or Plains and Valleys or any other landform mod)
Unfortunate bug discovered by the TP users and dev.
Wait, since when? That bug is back?
I thought that was fixed in 1.20 or one of the 1.19 point releases?
This is just last I remember ^^'
AKA Ye Old ADHD it could be months ago but I think I might have seen it more recently?? memory
And in the process of typing that last message, I remembered that not everyone is on 1.19 waiting for mods to come out or be fixed
So double-whammy there :p
I just update and add mods as I go, and if it's a mod like Wildcraft Trees or whatever, then I just suffer and start a new world 🥲
I'd suggest just waiting for the mods to update that would need a new world to start, then make a world and update as you go. So if you're waiting for Wildcraft Trees, that's fair enough
There's world edit so you could transfer your buildings.
I think for the sake of updating a world, that kind of "cheating" is valid, especially on SP.
How's the update coming along??
I see the fruits and nuts module is updated for 1.20+, but the trees module is still on 1.19.8, is it "safe" to use for 1.20.4? or should I wait?
One more day please, I am suffering with updating all the language files!
No pressure, just curious!!!
oh yeah no pressure, I just wanted to know if I should wait
By the sound of it the 1.20 version will be soon, so probably worth waiting 🙂
I couldn't help but notice, at least in previous versions, that eucalyptus is only the extremely rare and endangered rainbow eucalyptus tree, and there is no common gum tree or anything. Is this because it's too similar to other tree types without being the rainbow species?
Well, not endangered, but they're classified as a vulnerable species due to their rabidly declining population
I just thought that having both regular and rainbow eucalyptus was redundant, and picked the more unique-looking one. I added white eucalyptus too (ghost gum)
Will the Herbs be updated also, at least to 1.20, if not completely redone?
I can release a tiny update that will only return the herb spawns but nothing else
That would be great, some mods have H&S as a dependency.
will using the current mod version break on 1.20 or can i risk it lol
That would be amazing! Please do!
Take your time. Some of us prefer to wait a little longer if it means things will be done completely and not just a "consolation patch".
Coding for pleasure rather than profit should mean being free of any pressure, so seriously just take your time with the update, the worst you could experience is code burnout.
wooden things eat sweet RAM yum yum
How many RAM? 😄 🐑🐑🐑🐑🐑
Finally the update!
You make the most delicious lemonade ever!
Now all that’s missing are the herbs to complete the trio.
Also it you encounter ? blocks instead of thin logs, for example birch, willow, mahoe... Just activate the remaps.
I can finally start a new game with the trees ❤️ thank you for the update!!
Beware the prickly savanna trees))
will do 😆
I found this porous mangrove log the log itself with or without salt is not rendering
This is a thing with Dana's mod which makes leaky logs leaky on all sides.
The texture on there roots is soooo terribly off-scale.....
Or is it
Or is it an unpleasant optical illusion
I see, I will deactivate the all sides thing and test it
Pixels seem smaller than they should be...
yep, turning off the all sides thing does indeed fix it!
And I inspected the screenshot more closely and yes, it is indeed an optical illusion.
Holy shit it's UPDATED 😍
now all we need is Vanilla Variants to catch up with it
I haven't added any new trees/wood types this time, so there will be no new variants.
Can I add this to an existing world 🥺
Yeah, you just have to manually regenerate chunks
how do I do that
On the client side, the same commands
Just in case you need to select the necessary chunks /WE commands and save them to upload them to the world again if you messed up
Thanks! I haven't done wgen server side, yet. Hopefully I don't break anything
god I wish someone would fix /db prune already
😩
As anyone else tried wgen server side yet? I'm part of a multiplayer server with this issue and want to make sure it doesn't make things even buggier before I advise the owner of what to do.
Hey, the remaps are all here, why aren't they working seemingly? I'm getting complaints
I thought that was the plan
So to clarify, would the server owner need to run these as commands? The issue is the normal remapping commands do nothing and /wgen is based on a radius and could mess with built creations. Trying to research how to remap an already built in world so I can tell the server owner what needs to be done.
This will not mess with buildings, it will only switch ones blocks for another so not to leave them as ? blocks
I'll forward the remaps to the server owner. Thank you.
this mod seems to crash my game every time i load a world, what log should i send?
Mod incompatibility most certainly.
What kind of mods would you think be incompatible? I can send logs if that helps
from a quick look it appears to be the floral zones series
Florasphere is incompatible
that one i dont have
I don't think it's floral zones, but perhaps something that messes with wooden variants of things
that does appear to be the case, not sure why it would completely crash the game though
Is it just the Cape Region Floral Zones mod that is causing these errors? What versions of Wildcraft and Floral Zones are you using?
the latest ones
i tried loading without the floral zones mods and it still crashes so its probably not those
Yeah, I'm not getting any crashes or errors with these mods
It seems to be referencing the brake specificaly. Do you have any mods that add varients to mechanical parts, or other changes to mechanical parts in any way?
mechanical parts im unsure, i have vanilla variants though
It's probably that
magic
Probably cosmic rays
Okay. That's it. Send mod list. 😂
I'm done guessing at what's causing it without knowing even what mods you're using
hahahaha
heres the mod list, sorry that took so long i was trying to figure out where modsupdater saved it
I can't see anything obvious that I think would cause it. 🤔
Vanilla Variants is still the only thing I can think of that might. Could you try disabling that as well as Recipe Patcher?
aight, ill try that
Yeah, that's what my thought was.
It can't mess domains unless there is vanilla bug
Bug in vanilla code*
When something worked for 100 years then broke because of significant changes in api
Welp. time for you to do binary search then! 😄
Disable half. Still Crash? Disable half again. etc
i must stay strong...gotta have my worldgen mods 😤
you can also use the command prompt on windows find your mods folder and use the command "dir /B > filelist.txt" will get all the mods in the text file
Was there any headway with this problem? I had to backdate the mod to 1.2 while I wait for a fix on this and try to find a soltuion for the removal of the daub block. A number of players on my MP server used the daub block pretty extensively.
/fixmapping applyall to fix thin trees right now
I tried that and it said nothing required remapping.
This is very strange.
A number of players found and reported the erroneous blocks, as well, so it wasn't true.
for example
Would it be possible for you to make it so the light/dark daub blocks converted to vanilla daub?
Yes you can do it, follow the remap formula and paste block id's into it
But that removes the mapping for the vanilla daub. I was told remapping doesn't work like that.
I still can't understand why the thin trees remap doesnt work
No, no, it's the other way
It will do nothing to vanilla daub
It will only convert modded daub blocks to vanilla. Not daub walls tho.
Walls you can convert into any other fence to your liking
I tested this on my single player instance and this was the result:
Is it possible I did it wrong? I don't see how to do it to accomplish what you're saying.
As I understand it, one block can only be mapped to one thing, so if you change the mapping of the wildcraft block to the vanilla one, the vanilla one doesn't have a mapping anymore.
Wouldn't it be easier to just go swap blocks in creative
I have a multiplayer server with 20-30 people and it would be difficult to hunt down every daub block like this.
The primary problem is that some players used the old daub to chisel
so I am unsure how to proceed
Chiseled blocks will probly be screwed either way((
Oh, an idea
Find a block that was never placed in the world
Iike some creative block and whatnot
And remap daub to them
This way no placed blocks will be affected in the world
Sorry, I'm unsure what you mean. Remap the old daub to the unused block?
I can try it, but I don't believe that will fix it.
Yeah that definitely doesn't seem to work. I get the idea, though. Map both of the blocks to the same "empty" ID and then remap them to the correct ID.
the blocks without an ID are assigned a new one from the DB
I am back from several hours of troubleshooting which mods could cause the crash
What's the consensus?
most likely suspect is expanded foods, followed by Ape's beams, flowerpots, and lanterns
Ape's mods im iffy about though because they were working n then stopped working but ive narrowed it down for the most part i think
Oh, also, are you on 1.20.4 or 1.20.5?
1.20.5
It's none of those. I just tested it and it works for me
Zip all your mods and send them to me
aight gimme a sec
okay got this error so far
Well the good news is those errors have nothing to do with Wildcraft 😄
alright weird i remember specifically sending this to you in dms
discord fuckin around w me
embarassing
@languid flame ```
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/angledgears.json wants to inherit from vanvar:blocktypes/mechanics/angledgears.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/axle.json wants to inherit from vanvar:blocktypes/mechanics/axle.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/brake.json wants to inherit from vanvar:blocktypes/mechanics/brake.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/clutch.json wants to inherit from vanvar:blocktypes/mechanics/clutch.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/helvehammerbase.json wants to inherit from vanvar:blocktypes/mechanics/helvehammerbase.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/largegear3m.json wants to inherit from vanvar:blocktypes/mechanics/largegear3m.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/pulverizerframe.json wants to inherit from vanvar:blocktypes/mechanics/pulverizerframe.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/toggle.json wants to inherit from vanvar:blocktypes/mechanics/toggle.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/transmission.json wants to inherit from vanvar:blocktypes/mechanics/transmission.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/mechanics/windmillrotor.json wants to inherit from vanvar:blocktypes/mechanics/windmillrotor.json, but this file does not exist. Will ignore.
20.3.2025 15:44:06 [Error] File compatibility/wildcrafttree/blocktypes/wood/door.json wants to inherit from vanvar:blocktypes/wood/woodtyped/door.json, but this file does not exist. Will ignore.
Looks like you changed around your file structure but not the patches?
😭
It worked before
How else do you think i placed mechanical blocks for screenshot?
oh yeah I noticed a shitload of errors about VV/WC:T compat once I added it to my server too
didn't cause crashes but MAN was there a lot of console screaming
and some items have compat with only some of the woods, some have full compat, etc
I can't fix errors right now because I'm busy with massive update for another mod
Maybe in a week or two
ye no worries, was just chiming in about the topic at hand
it's not causing any crashes and anyone who makes the recipe that shows a big [?] as the output shouldn't be surprised when they make it and get a big [?] box
Hey, would you be so kind to remove the comma in the last line of authors in modinfo.json:
"CATASTEROID (some assets)",
Cheers!
Really liked the gathering basket, should we expect something similar for wood and firewood? A frame for the back, which is often associated with medievalism (I can't find how to call it properly)
I'm talking to Laerinok who made the ModsUpdater to get a way to output the modlist into a .json (so I can easily display it on the server website) and your modinfo.json had a parsing failure. Initially we identified two possible issues: Kyrillic text and the comma. In the end, the issue was a false encoding type and fixed.
Sorry for bothering you for nothing and thanks for the quick reply. 🙂
okay im at my wits end here because i cant figure out what exactly the mod incompatibility is but i just cannot load wildcraft trees at all, probably due to the sheer amount of warnings it produces. sucks cuz i was lookin forward to this one, oh well
I'm currently having a modder friend look at the issue for our server. It's beyond my understanding, but basically the normal remapping commands don't recognize anything needs remapped.
He might have found the issue. something about a missing namespace?
is it possible to add compatibility with https://mods.vintagestory.at/morepiles so we can also place the logs from wildcraft as piles ?
I did a fix that Dana should be updating soon. In MorePiles. You can see the result of my bumbling here 😄 #1123202062272970802 message
thats awesome, thank you 😄
Why? It has many bugs besides not showing up?
It is all wrong. Outdated. Needs lots of reworks.
thank you very much for the foraging basket, its a godsend
and wattle baskets as well
right? the best basket
early game especially, reeds dont spawn here
After updating Wildcraft Tree and to 1.20.6 - remapping did happen.
:(
Okay, I've overcome my stupidity, what I was writing about is called a lumber/timber sling
@formal bear а как слик двери из новых деревьев получать? В рецепте из Better Ruins их нет (о чём я пойду мошнить в канал мода) и насчёт покупки у торговцев тоже ничего не прописано...
Покупаются у торговцев мебелью.
просто у ванильных это указано, а тут ничего
Должно быть указано по идее. Или я торопилась с релизом и забыла переписать патчи торгашей 😅
ну походу забыла
Но они есть в их ассортименте.
энивей не так важно, если покупаются (но крафтить их было бы лучше нгл, но тут надо у николаса клянчить)
So, I'm getting these errors: [Warning] Failed resolving crafting recipe ingredient with code wildcrafttree:driftwood in Grid recipe
23.3.2025 14:56:28 [Error] Grid Recipe with output Item code game:flaxtwine contains an ingredient that cannot be resolved: Item code wildcrafttree:driftwood
23.3.2025 14:56:28 [Warning] Failed resolving crafting recipe ingredient with code wildcrafttree:driftwood in Grid recipe
23.3.2025 14:56:28 [Error] Grid Recipe with output Item code game:cloth-plain contains an ingredient that cannot be resolved: Item code wildcrafttree:driftwood
No problem. Thanks for the awesome mods!!!
Maybe but the errors above come from "Tailor's Delight" (compat patches for WC:T&S). I already sent a merge request and it will be fixed when they figure out why their pipeline doesn't let them merge from my fork.
Fixed
The recent changes to the wildcraft tree broke a lot of other mods, Vintage Recipes, Tailor's Delight, Primitive survival etc. It will take some time for all mod authors to fix their compatibility recipes now.
I would also like to add that the forge recipe breaks if vanilla variants and Vintage recipes are installed
It can't be crafted because vanilla variants don't allow to make vanilla forge, because it should be made of the same stone that was used in the recipe, but according to the recipe from Vintage recipe only vanilla forge is made
Vanilla forge is considered granite in Vanilla Variants
Well, anyway, the recipes interfere with each other and in the end no forge can be made if both mods are installed
Whar does vintage recipes do
My patcher mod only replaces cobblestone
Forges need (hard) small stones and clay instead of cobble blocks
Thanks
Could we please get a 1.20 compatible version of the Herbs mod? I know it needs a lot of work, but I would really like to have all three for 1.20
I have a small problem, there are some trees that I see with a weird texture. Could you help me?
What tree is this?
No idea, but it does that with all the trees or shrubs from the mod.
This shouldn't be happening, mm
The last time i've seen that was in 1.18
I've restarted my game several times and even re-downloaded the mod, but I still have this problem.
I have no idea.
Previously I would say "expand your texture atlas"
But now it should do this by inlts own
Plus this darkened texture looks super strange for "no texture applied" kind of deal.
What do the logs say? And what other mods you use?
I increased my texture atlas, and it seems to have fixed the problem.
Yeah, the texture atlas still has issues sometimes. I've encountered some myself too with some specific mods.
I'm not too up to date on the game's changes, did Oak trees go down a tier that can be now cut down with stone tools, or is this a change introduced by this mod, or some other mod?
In vanilla game, oaks were always of stone tier hardness. You probably used to play with some other mod that changes this.
Huh, I could've sworn they used to be hardier...wonder which one was it that changed that and then reverted it
Not me :D
Alright, in any case they're back to being able to be taken down with stone tools now, thank you!
Just cut them down with 3 axes in Inventory ;)
If I use Fields and Plateaus, will this cause me to see very few wildcraft trees in my world? I mostly see redwoods
I use rivers/fields&plateaus/plains&valleys and I see lots of wildcraft trees. Depending on where you are, you'll see different things. Redwoods are vanilla, and I don't think any of those landform mods really have an impact on this mod.
Hey I just wanted to ask where mahogany trees are usually found (South/north, by rivers/lakes or up high), they're red and I want to use the wood.
And also Azobe
Both mahogany and azobe are found in the jungle! But iirc mahogany prefers the wettest areas and azobe can generate in more dry (but still relatively rainy) areas.
where can leadwood be found?
In savannah, together with acacias, ebony, empress trees and few others.
The "debarked" logs have somehow a missing "handbook: group by". Or maybe its not quite correct.
In Vallay of Ashes, the debarked logs count as input for ash, and if you look at the handbook, you see all the logs instead of one cycling trough.
Are vanilla debarked logs handbook-grouped?
Oak leaves are incredibly inefficient to make tanins with, as you need 40 leaves and 10L water, and they stack as high as 64, so it's impossible to make over 16L of weak/strong tannin on a single barrel
I get it, it's not supposed to be as efficient as using an actual oak log, but the numbers could be tweaked a bit so that's posible to have enough leaves on a stack to be able to do the full 50 liters of tanning with leaves as well.
How aboot 32 liters at once? I can double leaves stack size.
I made some remade trees honey locust, poplar, elm, bride in white, bearnut, linden, aspen, catalpa and dead tree models.
Why.
ever thought about doing something similar with the flowers from Fruits and Nuts? being able to make more than 9.6l of flower wine at a time would be really nice!
I like the roots 🥰 Also, the textures look nice - a bit hard to see and compare in the screenshot, tho.
Thx
Reposting here:
I desperately want a config, especially for canes. While I do like the addition of the different kinds of wattle, the canes drop so frequently, and they’re so efficient as fuel it’s kinda ridiculous.
I can easily get an entire stack of them with little effort, especially with shears.
That's kind of the point?
I am not sure if we can easily config these however, them dropping from leaves is made via code actually... because it was the only way to keep them AND resolve those lengthy log spams.
I'm having issues with Wildcraft trees maturing. There are native Purple Plums, Figs, and Sugar Hackberries growing near me; I also planted Olive, Orange, and Apricot trees early in year 1.
It is currently winter of year 2 and only the Olive and Orange trees (vanilla) have matured and flowered/produced fruit. Everything else is still 'young'. I am assuming this is a mod issue because only the modded trees seem to be affected. Anyone know what may be going on?
This is something I desperately want to fix so it only uses JSON as it really doesn’t need to be in code, haha. It just wasn’t our focus in 1.4.0.
You clearly live in a climate that doesn't allow seasonal trees to vernalize. It's a vanilla feature - seasonal (non-evergreen) trees need enter dormancy and to be subject to low temperatures while dormant to get "vernalized". Only vernalized trees will bloom in spring. The fact your plums and apricots are still in their "young" state means your climate is not even cool enough for them to enter dormancy. As for figs, guess it's just unluck, some tropical trees can refuse to fruit in some seasons.
Ah, okay. I was unaware of that feature. I definitely understand that for the apricots (I brought them from the north) but it does feel weird it affects the native trees too (though maybe that is normal/expected?)
I appreciate the information regardless.
In vanilla, peaches do oftenly spawn in areas where they never go dormant. That' just a quirk of game's climate distribution unfortunately.
If I graft tropical fruit trees to the apricots, will the grafted branches be able to flower/fruit? 🤔
Yes.
But if you want to grow seasonal fruit trees in the tropics - plant them on top of tall mountains
The higher you climb the colder the climate will be
Indicated by temperate-climate trees generating there, like maples for example
it would be super nice, although, I've never modded vintage story, I would have assumed that to get a config working it would need to be code.
This is currently Ecpsnded Foodd feature. But I can copy it for people who don't use EF.
i have that tho on the server it wont let me spile the tree
Then it's something with EF compatibility.
Got a nice Tree that could look cool. Cornus kousa. I just remembered it and was looking if ya had it. It's relatively small for a Tree. But it has some beautiful features. And even has some berries. I always thought they were poisonous but it appears to be that they are not. So far I can read into it.
Kousa is on my list for the Far East update of the Fruit module.
Far east as in Asia? I've seen them here in Germany. xD
Far East is an established geographical region. Easternmost part of Russia and China plus Japan and Korea.
so is there a time line for each tree go in season please
Why ask me? I have no knowledge of EF and everything tree juice is on their side.
so the sap is there side if you crated the mod
Dude, no. The tree sap in introduced by Expanded Foods. I have nothing to do with whatever L33t does to the trees.
its in the tree and scrubs
No!
so what i need to ask them then
Yes ask L33t
...
A very small update to fix some nasty bugs:
- Remaps should WORK now
- Canes are now handbook-grouped
- Fixed broken fruit press recipe
- Fixed mangrove pneumatophores being indestructible (they also don't require an axe to break)
- Fixed inability to burn dried leaves
- Updated bearnut seed shape and yew seed texture to match analogues from the Fruit module
REQUIRES HERBARIUM TO WORK<<
Do not use this mod with either of the old wildcraft mods, Wildcraft or Wildcraft Trees. These mods are being discontuined in favor of Herbarium and the new content modules (which are still being worked on and released). Using this content module with either of the old versions will cause issues and crashes.
The ol...
Is there a way you can make it where oak tree drop acorns and I can grind into flower and crumbs etc
No edible acorns from regular oak tree. That's the rule. Otherwise people will be swimming in food.
which trees specifically drop acorns?
They don't DROP acorns. White oaks are nut trees, going through flowering, unripe and ripe phases. Ripe acorns can be gathered from the tree with right mouse click.
AH. i see thank you
https://mods.vintagestory.at/show/mod/259
I guess I’ll have to talk my friends to add this mod
Adds Acorns as a food source.
Also adds a Wooden Mallet which is needed to crack the Acorn shells.
Acorns drop from Oak tree leaves and are highly nutritious. Acorn flour is gluten-free. It must be mixed with another flour and water to make bread dough.It gives a 50% nutrition boost to bread.
Also adds Acorn Griddle Cakes. These can be made w...
Who's on first? 😅
are there any plans to add in a larger species of bamboo?
Currently the game code for bamboo is extremely hard coded for just the brown and the green.
Configs for content-only mods are easy if you use the ConfigLib and IMgui mods:
https://gitlab.com/codesmiths/vs_bricklayers/-/blob/main/assets/bricklayers/config/configlib-patches.json
Not relevant to this.
Before my time there was something in a version of Wildcraft that spammed messages in the log.
This got a lot of reports.
So in order to fix it they simply started doing stuff directly in code to add some extra drops or whatever.
Thus hard coding functionality that need not be hard coded.
It’s not a configuration issue.
But, that said, I’m not particularly partial to handling configs in that way. It’s too non-vanilla for my tastes. I prefer using WorldConfigs.
ok, whatever, pls ignore me..
Hey you give good feedback on stuff. 🙂
@dull agate so the patches were added to the https://discord.com/channels/302152934249070593/1357814855792590848 items to the Foraging baskets. I figured it out with @wise whale and your help. Thanks!
I found this in the wild, how do I extract the fungus to use it
Trying to figure out how to obtain charred logs
Handbook says - "Bakes into (in oven)"
Oven says - "Oven is full"
Soooo how does one char them logs?
I think you have to soak it with undisclosed amount of water (based on this message):
#1095211433601531965 message
For anyone else struggling in the future. If you want charred logs or planks - don't try to use the oven...
I choose "bake" because otherwise it will be "cook", which is silly. Yes, it is done in a firepit.
has anyone seen this duplication glitch with the rafts ? no sure what mod is causing this does with all rafts wildcraft woods and vanilla woods!
lol i got this too! it only happens sometimes
Never encountered such a thing, despite using rafts frequently. Unexplainable! ~~
ah. yes. that will now conlict with Valley of Ashes, where logs are charred to ash in a firepit 😵💫
Why can't you collect ash by just breaking a used firepit?...
You already burn things in it as fuel, will be natural for ash to accumulate
Because:
- I've done all the "turn plant and wood stuff to ash" mechanic years ago
- it works all the same, for logs and plants
- it is pure JSON
- and breaking the firepit for every log or 12 sticks you convert is.. cumbersome?
Not sure if I can come up with a workaround for the logs, tho. Maybe it must a be two-step process, first to charred, then to ash 🤔
I don't think this can be done with JSON and my mod has no code, so can't do it that way, even if I wanted.
Interestingly, charred logs alreay make wood ash. And curiously, pine logs make charred logs, but purple heart logs not, they make ash. 🤔
I'm a bit confused now 🙂
Are all log types supposed to make charred logs or only cerain woods?
If it is only pine, arbovitae and cedar pine, then it does actually work w/o me doing anything, albeit I think it might be by accident. I've tracked me this issue so I can look into sometime next week.
Only a few conifers produce charred wood, this is correct.
Where can I find walnut trees?
Walnut trees are a vanilla feature, you can find them in warm-ish climates
Thanks.
Hi I just want to say I love the wildcraft mods. They are so immersive. Unfortunately tonight I had to say goodbye to them on my 1.20.11 version.Both Trees and Fruit mods were throwing hundreds of errors while playing and my RAM usage was off the charts. I was experiencing stuttering/jittering, massive fps drops, and huge lag spikes.
Just wanted to put this out there. I disabled those two mods and am now running butter smooth with many other mods still active.
Any insight into this issue would be greatly appreciated. Love the mods and wish I could keep them active.
If you could provide your logs to show the errors and such that would be appreciated.
this was the last one I had before inactivating the two mods
A lot of those are from Expanded Foods or other mods.
In fact I don't see any that I think are actually caused by Wildcraft.
I think all or almost all of them are due to other mods having broken compatibility with wildcraft.
Yup, you are jumping to conclusions here. I always test my mods on the most recent game versions before releasing new updates. And I have no issues. But I play with fairly little mods, and most importantly I don't use Expanded Foods. A LOT of issues come from that specific mod, L33t seemingly doesn't have either motivation or free time to fix these.
I think it is just taking a long time is all.
Anyone have experience running this alongside tentharchitects floral zone mods? Trying to catch my pc on fire
I will not recommend mixing WC and FZ. They are made in very different styles.
Thank you!
can i somehow modify the mod so tree leaves can be used for pit kiln?
I am afraid pit kilns are hardcoded 😔
I wanted canes to go there instead of sticks but we never really worked on this possibility. Maybe we can try to do this in the future!
It seems not to be possible to build a sailboat from Wildcraft: Tree logs (like "cedar pine") although the boats appear in the handbook. Is this a known bug?
This is a known problem. Pizza said she will make adjustments to vanilla boat code to make it possible to build boats out of modded wood.
it's fine, we need to restart the world for 1.21, anyway, we just roleplay "build a sail boat and sail to the horizon (aka new world)" 😂
Could also compatibility with Primitive Survival "floating docks" be added? Aking them out of elm would be very nice.
Wood is material, dock is an object. By all logic addition should be on the object's side. Plus I don't want anything to do with primitive survival.
I can easily make the recipes, but I'd need to add them to some kind of mod, I'm not keen on maintaining another mod just for a bunch of recipe 🤔
Maybe we ask SpearAndFang
This hasn't gotten done unfortunately.
heh don't bother. Needs to be a seperate mod. I generally whitelist materials to prevent asset bloat choking out peoples computers. And I don't want anything to do with wildcraft trees.
asset bloat choking out peoples computers
Vanilla uses attribute system for that
Just a quick question. Were the quarter logs added to the mod yet?
I am making a pallete showing all the woods colours, both vanilla and modded and I'm using an older, 1.20 version of the mod. Just to make sure if I need to update or not on my creative world.
Unfortunately I haven't added quad logs yet.
i've never seen a real life banyan tree, but i just wanted to mention how good they look in game. very pleasing canopy
they have them all over in India and other tropical and subtropical areas. They are very beautiful irl
Unfortunately wasn't able to make them lave several trunks 👉 👈
Isn't there a mod to use planks on pit kilns? Could leaves be done like that?
To my knowledge that part is handled entirely in JSON.
So it should be possible for Wildcraft to do this already.
My mod makes pit kilns use planks
Even though it can be done by just json, i patch it through code because it is easier for me that way
Yes but that’s true of almost everything with you, Dana.
i wish pit kilns just used tags instead actual codes
So you could type tags[plankItem,stick] and it would work
Is there a guide to tree distribution per biome? I'm trying to find Lindenwood
Lindens are found in warmer temperate climates, usually in rainy areas, and they usually generate in tight groves so you won't miss them
And ye, sorry, haven't made any guides
omg, I finally found them...
Is this compatible with Floral Zones?
I wish there was a way to search these threads.
Technically compatible but was never intended to be. Our mods have very different approaches and styles which don't mix well.
What is so different about them?
Visual approach (mine is polished, maybe even overly so, FZ are raw and not always fitting the basegame style), content distribution (my trees are all in one big mod while FZ has its content split into several smaller ones grouped by real-world geography), general usefulness of stuff (my content is more generic/vanilla-consistent while FZ does add non-standart sources of certain resources and is more varied in this regard)
Not to sound ungrateful here but am I supposed to get stacks of oak leaves from one tree? My inventory is full of leaves. Lol
Use them for tanning! Or let them dry and grind them for a cheap fertilizer
Yeah it has its use but I had over 10 stacks from one tree. Lol. I was just starting out and thought it seemed excessive. Like maybe a mod conflict or something.
Everyone complains aboot this so I will nerf the amount -__-
And maybe make the tannin need less leaves per L? So instead of getting 60 leaves and turning these into 10 L tannin (numbers are only approx, can't look them up right now) make the tree drop 20 leaves, but still make it result in 10L tannin?
That would make it a bit more practical to handle.
i love drying out the leaves and using them for kindling actually, after having ground up like 5 stacks into mulch
though now i do have near infinite mulch...
i agree that if they should be used to make tannin though, maybe those values could be adjusted. i find it too much of a hassle to make so little tannin out of so many leaves, especially with the 64 stack limit. alternatively, you could double the stack limit to 128!
Is there anyway to grind the dried leaves other than with a quern? They don't go into Ancient Tools morter and pestle (not your problem) and wondered if I was missing something else
Oh, which mod has the poison oak? Is there a list somewhere of all the plants and fungi that hurt to touch them. I keep getting poison damage but I don't know what plant might have caused it. Do deer ferns hurt? Bluit(?) mushrooms?
I found this in planks.json is it correct? Do crown of thorns give elm planks? { ingredientPattern: "SL", ingredients: { "S": { type: "item", code: "game:saw-*", isTool: true }, "L": { type: "block", code: "wildcrafttree:lognarrow-placed-crownofthorns-ud" } }, width: 2, height: 1, recipeGroup: 1, shapeless: true, output: { type: "item", code: "wildcrafttree:plank-elm", quantity: 16 } },
Yes. Cuz they are kinda related to elms and the wood colour is the same
All the plants that sting/poison you are in the Herbs module. Don't use it, it's outdated and currently abandoned.
No, for now it's only quern.
Hello is this mod the one that causes crashing the game and returning to menu due to threads
Or Its because of the incompatibility with primitive survival
I don't care about primitive survival.
Did test the mod on 1.20.12 - everything works.
Works with Primitive Survival fine for me and I have 257 mods. 😹
so is it the dinosaurs
or u also have the dinosaur mods
I don't have that one, sorry.
u have fauna of stone age and floral zones right
nope 🙂
😵
Floral zones is too restricting to me. I do plan on working the Fauna of the stone age series in, but I'm not quite ready for that yet.
no, I have all stable mods
Not ME the mods! LOL
yes ur not using stable mods
I have had only 1 crash for a Very old mod that I just got
1.2.0, but that doesn't mean it's unstable. outdated and unstable are not the same thing
on 1.2.0 many things dont work
Which? All my Wildcraft things are doing fine. I'm even using the herbs one though I do have a patch for it, that might be helping.
I do understand that. I just like seeing and eating the various herbs growing around. If they don't work right somewhere, I won't use them there. All my wattle baskets work though?
No Kapok in my area. I will consider myself warned.
But also the raspberries and stuff. Some of them I've never heard of so I don't know they scratch.
you shouldnt had pinged the dev
dev already told u to dont use it :\
but we wanna use it anyways xd
LOL
thats ur mods?
This one looks better
Yup
I don't want to take over this channel, so if you want to discuss any of those feel free to DM me.
Raspberries are not stingy or contact-poisonous. They are prickly. They don't deal any delayed damage, only contact one.
Hi, where are bearnut trees supposed to spawn? Are they more common than dalbergia? I'll prefer using the latter for my build but as they are apparently quite rare, I want to use bearnut wood in the first place.
Dalbergia is not very rare but it is a savannah tree, with low seed drop chance. Bearnuts grow in humid temperate forests, maybe a little to the warmer side, are common and have high seed drop chance.
I see, thank you! I'll try to explore those respective zones.
Hai may i know where i can download this mod please?
REQUIRES HERBARIUM TO WORK<<
Do not use this mod with either of the old wildcraft mods, Wildcraft or Wildcraft Trees. These mods are being discontuined in favor of Herbarium and the new content modules (which are still being worked on and released). Using this content module with either of the old versions will cause issues and crashes.
The ol...
Thank you so much!
Hey Ledyana would it be possible to consolidate all of the tree canes into a single item? a Wattle Cane? and then have the tree specific wattle things like birch wattle basket, birch wattle fence and birch wattle gate to take a single log in the recipe as well? I find all of the wattle canes to fill up my inventory an unnecessary amount due to the large variety and amount that drop
That, or a one way generic recipe for bundling them up for firewood as resource sink for them.
I am nerfing the amount of canes and leaves you get from trees in the next update, don't worry
Anyone able to make sailboats out of the mod's trees? I'm trying Ginkgo and it refuses to recognize I have the logs when I try to click on the rollers
It is not possible yet, unfortunatelly.
You can pull them out of creative menu and they will be fully functional
Hard to do that on a server but I'll keep that in mind 😉
While I have your attention, any chance the canes could dry into sticks? I keep piling them into my storage due to my hoarder proclivities but they don't really have mid-late game uses...
Ah, right, modded sailing ships still aren’t possible. I should have fixed that for 1.21 but it wasn’t entirely clear to me what the issue was.
Or, at least, they’re not possible to be made with the rollers.
- I usually just use them as fuel
- I will nerf their drops next time
- Also will try to make pit kilns accept them as stick alternative
Very cool, thank you.
I use them for wattle or baskets. I never seem to have enough cane tbh.
Please don't nerf their drops. 🙏
so is this still usable?
Why wouldn't it be? New game version contains no drastic change to the trees.
What's the trellis about btw? Can vines grow on it?
They are made primarily for this purpose.
Thanks for the update! 😊
No problem... I only need to actually add all those new blocks that require multiple new textures per wood type...
Does Herbarium need an update for 1.21? I noticed you put up an updated Wildcraft Trees.
No, Herbarium still works just fine, I will be updating F&N too very soon (and with actual content)
Nice!! Thanks for all your hard work keeping this mod alive!!
Wanted to suggest an alternative recipe for ladders that replaces some of the sticks with canes
Will consider.
Also oops, I forgot to update mod's poulices 😅
hii, had a fun crash with the bookcase. Put it down (in 1.21.0, mod at updated state, in a multiplayer where I am not host), instant crash on my end and then the host crashed when he turned and looked at the bookshelf I put down. Loaded three times more and in repair a bunch of times (without me) and he always crashed as soon as he looked at the bookcase now on the wall. We ultimately had to use a granade to blow up the side of the house to get it off the wall (being in inventory doesn't cause the crash). It was a birch if that means anything. I'll post the log too though it doesn't say much, we just know it was that item that caused the issue ☺️
Birch is a vanilla wood type, but I will investigate.
Another suggestion for uses for canes; allow them to be used as an alternative to sticks in pit kilns
Yeah, maybe require 16 instead of 8, but they could be more useful with this.
uhh, i also have a crash, but with a spruce bookshelf
sorry for the ping, but are you sure it was birch?
also trellises are missing textures and all wildcraft scroll racks look like this
upon a bit of further investigation in the creative mode, only wildcraft bookcases cause crashes, didn't have any with vanilla woodtypes
and all other things from wildcraft seem to be working, only the bookcases seem to cause a crash
Guess I was too hurried to release a new update 😅
Will fix
also, would it be possible to add quarter log variants for wildcraft trees? i like to build with them and i'd love to see them in wildcraft variants
I obvioisly will add them but they require stupid amount of textures per wood type and my inspiration for doing those is relatively low 😅
amazing, i get that, there are a lot of added wood types and it would require a lot of work, but good to know that it will be added, eventually
Sorry, it was Willow!! I only have willow and birch planks which is how I managed to mess that up ha
they look similiar too! easy to confuse them, and it proves my theory lol
for now, any time we make anything that shows the wood varient as one of the trees from this mod, we put it down far from the house in case we have to use a bomb to remove it again 😅
i've tested everything with siberian cedar and nothing but the bookshelves crashed the game, so i'd assume it's the same for every wood type, so i think you should be fine lol
Again, I will look into it
Perfect, thank you for telling me!! Can replace my hay bale with the willow trapdoor I have now!! PS hay bales work really good for quick cellar entrance/exits
No complaints, love the mod! Just thought it was worth telling since no one can fix what they don't know is even broken ha ☺️
From what I see a lot is broken, I definitelly hurried up too much with this release
Poultices update, cane drops are now way too low instead of abundant🤣
And now this bookshelf crash
Can daub be added to wildcraft wattle fences?
Iirc yes, I believe I set this to work.
okay this is like, the coolest thing i've seen naturally generated
at first i was wondering why that douglas fir was so short, and then i'm at the bottom of a cave staring up at a massive tree rising out of it
where can i store my leaves to make sure they dry before spoiling, except for my inventory? for me putting them in chests doesnt dry them fast enough
also, blue spruces sometimes don't defoliate when cut down
They MOSTLY dry in a cellar I think.
Noted, will investigate
Btw I fixed bookshelves already
Will do more bugfixing and maaaybe new wooden path textures
They definitely dry in a cellar. It doesn't seem to even need to be a very good one, either.
I heard from the author of soap and lye that their wood ash recipe being broken by wildcraft trees is something that they can't really fix on their end, I was wondering if there's a way that I could disable the offending patch?
I'm playing on 1.20 and most authors don't seem to be willing to support that anymore so personally unless it'll be an update for 1.20 I'd rather know how to work around it, though if it is still a thing in 1.21 that'd be nice to have fixed when I eventually do update
I believe that patch is already in the mod?
Or maybe a different one but for a mod that adds the same content (ash)
The cooking recipes are still broken, at least in 1.20. Maybe it's because the mod got forked? I'm using the Bloom and Lather version
idk if you have any interest in expanding the list of trees, but i think crape myrtle might be a nice small ornamental to add.
dunno if you've found it but antler mounts also seem to be bugged, these two are different woodtypes and can't be placed properly on the wall
Suggestion for a post-early-game use for bark; allow it to be querned into mulch
My mod doesn't add bark, that's on Ancient Tools' side
The logs that can be charred say Bakes inot (in oven). This is misleading because you need to put it into a campfire/firepit.
I believe if the conversion type is set to convert, this description would be more accurate.
So instead:
"log-*-tuja-*": {
meltingPoint: 100,
meltingDuration: 80,
smeltedRatio: 1,
smeltingType: "bake",
smeltedStack: { type: "block", code: "wildcrafttree:log-placed-charred-ud" },
requiresContainer: false,
burnTemperature: 800,
burnDuration: 110,
},
do this:
"log-*-tuja-*": {
meltingPoint: 100,
meltingDuration: 80,
smeltedRatio: 1,
smeltingType: "convert",
smeltedStack: { type: "block", code: "wildcrafttree:log-placed-charred-ud" },
requiresContainer: false,
burnTemperature: 800,
burnDuration: 110,
},
I chose "bake" over other options because it kept saying "cooking"
Use "convert", it will say the right thing. Trust me 🙂
Torches in VS use it, as do all the items from BL that you convert in a firepit.
There is a small typo here:
blocktypes/wood/woodtyped/log-section.json
71: "*-douglasfis-*": {
Should be douglasfir (r instead of s) instead.
Lol. Which file?
It says right in the message:
blocktypes/wood/woodtyped/log-section.json
Ah, im blind. Still sick
well the good thing about that blue spruce bug is that i'm never running out of sticks or seeds
How do you use chlorociboria? Does it only work on naturally generated tree stumps? Is there no way to make more spores than the number of blue logs you find?
When you initially trim the stumps you get fruiting bodies of these fungi. Make spore culture out of those (barrel recipe), then seed a stump with it (crafting grid recipe). Not all species are fitting for its development, check "seeded stumps" in the handbook. Place seeded stumps as blocks and they will eventually convert. This way chlorociboria-dyed wood can be propagated, but in a limited way (stumps are finite after all)
whats up with the trellis?
They are not broken on my side 😭
The reducing of drops for the canes was needed, as one got flooded with them before. But now I think it's gone to far - there drop so little that it has become almost impossible to make wattle basket. You have to clear a few trees + brush to even get enough for a single basket.
Can't there be a middle ground where they drop a bit more often, but not as much as before?
maybe breaking normal leaves with an axe or a knife for an added drop would be good?
that said, I would also love some kind of resource sink that canes could go into, Either bundling them up to make what's effectively firewood, or in larger bundles to make facines.
Did the idea to make them usable as stick replacements for the pit kiln similar to DanaTweaks' planks go anywhere?
It is still in the "planned" list
getting the same issue on rc3. also possibly related to this, it throws up warnings in log about specifically cedar typed trellis
is this mod still being updated
Yes, Im a bit too busy rn
It will be mostly 1.21 related fixes, I may add wood-typed paths but that's not guaranteed
Is there any info on what exactly causes the memory issues with wildcraft? I just ran an A/B test and tree/fruits are taking 5GB
Theyre both also causing memory leaks. Tested each independently and they'll balloon ram usage to 30GB+ within an hour whereas without them my modlist caps out at ~10gb indefinitely
Discussed this in another thread but I might as well post my thoughts here too. I would like to see generic versions of the cane basket items that can use any cane type to craft. Its kind of annoying to punch leaves only to not get enough canes for them to be useful because every cane type has an associated basket recipe
Also canes and leaves tend to really clog your inventory, especially early game since there are so many different varieties of both and many different trees. It would be nice if canes and leaves only dropped when you are using a knife specifically
Getting inv clogged while trying to collect sticks is not the best experience so limiting the drop to just knives would be a good way to mitigate that.
Wattle hand baskets can be crafted out of any canes iirc, only stationary baskets are typed
Cane/leaf drops are too low currently, I fixed that in my wip version
Too LOW? I felt like it was too high.i usually get 2-3 stacks per tree!
Getting more canes than sticks feels bad for me also.
are you playing on 1.20 or 1.21?
1.21
huh, then that's weird
for me trees and shrubs updated for 1.21 reduced cane and leaves drop by a lot
I heartily agree with all these statements!!! I LOVE the Wildcraft mods, but they are soooo big!!!
I rewrote jsons for cane/leaf drops specifically, now cane drops will be low if you chop the tree whole and high if you break through foliage manually
My problem with that is im still gonna get a ton of stuff clogging my inventory when collecting sticks for pit kilns.
If it's a tool specific drop then i can just, not use that tool when i dont want canes
And i do think there should be some generic stationary basket or a mixed cane looking one.
hello! i was wondering why it's not possible to craft specific wood boats? one of my friends tried to make a charred wood boat with the added wildcraft wood type.. but it did not work
i tried searching for the issue but i couldn't find anything! thank you for your time reading this
Unfortunately we cannot construct boats out of modded wood types at the moment. Pizza said it will require some changes to the basegame boatConstructon entity and she had no time to do that, and I am powerless here as I cannot write code.
Juuuus summon one from creative haha
Mod has been updated.
No new content, but all of the 1.21-related issues are hopefully fixed!
Hey @formal bear after the update branchy leafs drop blocks instead of sticks, any idea why?
We technically run the https://mods.vintagestory.at/show/mod/29077 until the herbs get updated, but perhaps that's the issue
This mod does NOT replace Wildcraft mods. They are still required along with Herbarium.
Tested and working with
Herbarium v1.4.0
Wildcraft Trees and Shrubs v1.3.2
Wildcraft Fruits and Nuts v1.4.2
Wildcraft Herbs and Spices v0.0.1
IF YOU HAVE ISSUES PLEASE SUBMIT THEM TO THE GITHUB ISSUE TRACKER ABOVE ALONG WITH RELIABLE INFORMATION ON HO...
Just don't use this. It's no longer needed, I updated everything to 1.21.
Herbs will not get updated. Forget they exist.
The aspen log texture seems bugged
Got eyes on it?
Excuse me this is some incompatibility. Aspens are supposed to have thin trunks, half the width of a full block.
any idea which mod it is?
Something that has to do with trees, obviously, but I am not an expert, I play with fairly few mods.
Cannot name exact culptits
i think i have an idea of which one it is
Can you make canes and leaves dropping a conditional (only when using knife)?
Sorry to hear that! Loved me some good S P I C E 🌶️
Is it intended in the new update that some branchy leaves e.g. Maple Branchy leaves drop blocks instead of sticks? I have double checked and it only happens after the update to 1.3.3, so the question is, is it intentional, or a bug?
A bug and most certainly some incompatibility.
are you by any chance using aldi's classes? because i have trouble with wildcrafttree comp rn and users report this to me too
we do, correct
thought so. theres a huge incompatibility rn because wild craft trees alters every drop from leaves and branchy leaves. And aldi's classes patch some things into there too. both combined break the branchy blocks. Im working on a solution for this but so far im taking this to my mods' thread. @wildcrafttree authors. maybe we can work something out together in this
Noted, thanks for the update! I'll folow your thread along 🙂
Do i need to start a new world in order for this mod to work?
Mod is absolutely unplayable, I can't turn leaves into a hefty stew >:(
I'm kidding of course, already found a few tree's I adore to use along side my usual ebony and bald cyprus
the mangrove leaking salt is fine in the handbook but has a broken block when generated in the world. ??? ❓
This is caused by a mod that replaces all the leaky log models to have resin/sap/whatever on all four sides. Salty mangrove logs have a custom model, this is why that mod breaks them.
Ooohh ! Glad to finally have an answer to that
It worked! I found the setting in the Dana Tweaks config and turned it off and now I can finally have mangroves without ❓ boxes. Thank you!
So it was told in the Floral Zones thread that I should mention this here... If you are open to a plant idea to add (eventually), an interesting one to add would be the Australian Gympie-Gympie plant 👀 😂 . You already have plants that do damage so it may be more fitting for this mod.
It might have a use as a very violent hedge or something 😆
I don't think "violent hedge" is anywhere near bad enough to describe what's also known (sensationally but not perhaps inaccurately) as The Suicide Plant
nature's own little war crime, the plant covered in what amounts to tiny daggers of fiberglass full of neurotoxin - which can also become airborne for brief distances - that have a lovely habit of embedding in people, being almost impossible to remove, and staying in there slowly leaking toxins for months or years

oh and dead leaves from the forest floor or even old lab specimens are still capable of embedding the little nightmare needles, which will still have viable toxin in them
Oh definitely... it's terrifying stuff 😨... and yeah the fact it can cause pain for years 😬.
I was trying to think of some use it might have in-game rather than only being good for inducing misery and making drifters want to jump off cliffs 😅
Maybe seraphs are slightly resistant to it so it can be a violent hedge and not a suicide hedge 😂
"Violent Hedges" are turning the hurt delay on thornbushes to zero and watching a drifter/your basemate walk into one and vaporize instantly

I'm still surprised Catalpa is a 'tropical' wood as far as the mod's spawn conditions are concerned, considering that you can find it pretty much everywhere in the US and Canada (as in further north than Alaska)
I love the funny bean pod tree regardless :)
The species I am familiar with is SUBtropical
And VS really needed some common subtropicap trees, otherwise patches between redwoods and kapok were technically high forestation but nothing ever grew there
understandable
Is there a particular reason why with this mod installed we cannot put flax fibers into our offhand slot? Was trying to get Spinning Wheel mod to work but with this mod installed it is impossible to put the fibers into your offhand which is necessary for that mod to work properly
I think it's related to storage types. Flax fibers go into specialized foraging basket, which requires them to have a specific storage type, which I assume overwrites Spinning Wheel one.
hmmm well darn
Oh, is this also causing people to not be able to put sticks in their offhand?
(For toolsmith)
I wonder how like mining bag and other bag mods handle this…
Toolsmith works on our server with Wildcraft trees. We are able to put sticks in offhand so it is another mod
I have no idea how storage type numbers work, sorry
Why would sticks work and not flax? Unless it’s load order dependent
I copied that from "more bags" mod
I'm sorry I lack the knowledge to answer that for you
Same. I can probably figure it out and even patch for spinning wheel, but I’m still learning the basic game structure so it will take a long time.
I have trouble choosing Wildcraft over other mods, especially for my server, when the number of incompatible mods seems to increase every day… I think better understanding of the structure is needed.
Wildcraft is such a great mod. Its huge. Very ambitious. Usually when a mod is that complex or big things like this happens. Overall the mod works great with our list of 100 mods. Sometimes little fixes are needed. But I do understand what you said no doubt about that
Yeah and to be clear i don’t think any mod author has any obligation to make their mod compatible or in a certain way - sonya should make the mod she wants that works on her machine.
I’m just wishful that it was a little cleaner to slot in with other mods i love
Anyways one day I’ll learn patching and fix it myself lol
I'm trying to cook up a solution
@snow current
It's a little more complex than I thought it was going to be, and it's weird because I did get it working for flax fibers and oddly enough cotton from Floral Zones of the Caribbean. But it's not working for Wool & More fibers.
What I currently don't understand is that the storage flags in both wool & more and floral zones have compatibility patches that change the storage flags to 33 for Wildcraft Trees & Shrubs but my patch for wool & more is for some reason not applying or being overwritten by Wool & Mores compatibility patch. My current theory and I don't know the answer to this yet is that there's some sort of load order issue that may or may not alphabetical so f comes for h in hpspinningwheel (my mod id) and w in wool come after so the patches i try to do are getting overwritten. Trying to explore more though 🙁
the storge flags are pretty simple you just add together the flags you wants from this list:
public enum EnumItemStorageFlags
{
/// <summary>Of no particular type</summary>
General = 1,
/// <summary>The item can be placed into a backpack slot</summary>
Backpack = 2,
/// <summary>
/// The item can be placed in a slot related to mining or smithing
/// </summary>
Metallurgy = 4,
/// <summary>
/// The item can be placed in a slot related to jewelcrafting
/// </summary>
Jewellery = 8,
/// <summary>The item can be placed in a slot related to alchemy</summary>
Alchemy = 16, // 0x00000010
/// <summary>The item can be placed in a slot related to farming</summary>
Agriculture = 32, // 0x00000020
/// <summary>Moneys</summary>
Currency = 64, // 0x00000040
/// <summary>Clothes, Armor and Accessories</summary>
Outfit = 128, // 0x00000080
/// <summary>Off hand slot</summary>
Offhand = 256, // 0x00000100
/// <summary>Arrows</summary>
Arrow = 512, // 0x00000200
/// <summary>Skill slot</summary>
Skill = 1024, // 0x00000400
/// <summary>Custom storage flag for mods</summary>
Custom1 = 2048, // 0x00000800
/// <summary>Custom storage flag for mods</summary>
Custom2 = 4096, // 0x00001000
/// <summary>Custom storage flag for mods</summary>
Custom3 = 8192, // 0x00002000
/// <summary>Custom storage flag for mods</summary>
Custom4 = 16384, // 0x00004000
/// <summary>Custom storage flag for mods</summary>
Custom5 = 32768, // 0x00008000
/// <summary>Custom storage flag for mods</summary>
Custom6 = 65536, // 0x00010000
/// <summary>Custom storage flag for mods</summary>
Custom7 = 131072, // 0x00020000
/// <summary>Custom storage flag for mods</summary>
Custom8 = 262144, // 0x00040000
/// <summary>Custom storage flag for mods</summary>
Custom9 = 524288, // 0x00080000
/// <summary>Custom storage flag for mods</summary>
Custom10 = 1048576, // 0x00100000
}
So in order to make my flax fibers work to go in the offhand and in your herb basket I just have to make the storage flag 1 + 32 + 256 = 289
What. That is the most wild flagging system I’ve ever seen.
Thanks for explaining it 
Use a foraging basket.
that doesnt solve the problem
Inventory clogging isnt solved with more inventory space. just make the drops conditional so the player can control when they get leaves or canes
The mod load order in VS is more or less random and there is no real easy way to influence what loads first. But there are some possibilites:
- if you make your patch depending on some mod, VS will load that other mods first (so you could make your patch depend on W&M)
- W&M could stop it's patch when your mod is loaded, if you give me the modid and the patch, I could add it to there (maybe, I'm not sure)
I would really hate to get even less canes or use knife durability just because you don't want them. If they bother you, drop them on the ground and let them despawn.
I dont want to drop them on the ground every single time do you understand how annoying that is?
yeah I was trying to avoid petitioning mod authors to make a specific case patch where my spinning wheel mod & wildcraft is downloaded
I might just switch the drop-spindle to being used in the offhand to avoid all this
having your inv clogged constantly is not fun it's annoying
Why don't I get my inventory clogged, ever?
I was able to find a way @snow current patch coming tonight probably.
Thats great news! I was checking out your mod in creative earlier. Very well made mod for your first mod! this will now be a must have mod for my server
Had a crash, did it twice so I am sure it is a Wildcraft Fruit and Trees issue. Each time I open the handbook to shelled walnuts specifically. It'll open for a split second and then crash
EXPANDED FOODS.
Not expanded foods I'm afraid, although I did go there first. It's the page for the shelled walnut, which is 100% Wildcraft. I don't know mod making, so I guess it could be a compat issue, but either way, it's happening when interacting with something from this mod
It's the page for the shelled walnut, which is 100% Wildcraft.
It's Wildcraft... and Expanded Foods picks up on it as an ingredient, which crashes.
If you go to the correct mod thread, for Fruit & Nuts (https://discord.com/channels/302152934249070593/1161152517913194528) , you'll see multiple people reporting this issue and being told it's Expanded Foods.
Expanded Foods is also currently in a dev-release state, with giant text telling you it's currently unstable.
You're not crashing "when interacting with something from this mod" (you're in the wrong channel), you're crashing when a pre-alpha mod you have interacts with a Wildcraft mod. It is a compat issue.
Sorry for that but I can do nothing here
Confirmed working, thank you!
Can you please tell me why these recipes aren't working:
I adjusted the leaves portion of the recipe and it's not working.
🤔 🤷♀️
Gee Thanks.......
does the chlorociboria-infected stump have a max or min temperature where it can be found? like, whats the best way to look for them?
In warm and relatively humid areas, like redwoods for example.
I see thanks
@formal bear im currently working on some new seed drop rates for the trees in this series that werent or only barely mathematically sustainable. would you be interested in incorporating the values i come up with into the mod itself? if not i plan to turn them into a patch mod at some point.
Do you want to increase tree seed drops?
for some of the trees, yes, that's what im planning
See, I experience a strange issue when player-grown trees appear comically small compared to how they naturally generate
I have no idea why, but I did boost size for player-grown versions of some species. Some may STILL be too small.
Will be improving that further
Please tell be which trees need boosted seed drop rates
i found 25 that dropped less than 1 seed per tree on average amongst samples of 121, plus a few that were only a little more than 1 which i planned on boosting. i can type of the list in a bit
so the ones in my list are: banyan, alder, wiliwili, heather, crown of thorns, bride in white, aspen, red willow, sourwood, yew, honey locust, azobe, mousetrap, kauri, arborvitae/tuja, willow, poplar, eucalyptus, sycamore, elm, weeping willow, tamanu, guajacum, ghost gum, ohia, blue mahoe, tigerwood, mahogany, catalpa, jacaranda, mangrove, and empress
of those, red willow, sourwood, azobe, eucalyptus, tigerwood, catalpa, jacaranda, and empress had values above just at or above one, but below my (somewhat arbitrary) threshold of 1.5 i was planning to aim for my mod (im patching vanilla trees too)
i did notice the vanilla redwoods seemed comically small, which i thought they'd addressed many versions ago, so perhaps they need to look at player grown trees once again
I did patch vanilla trees to have slightly better seed drop chance tho
For ones that had really low chances in particular
oh i didn't realize that. i've just been doing calculations based on the average number of leaf blocks and the drop rates for each type
Purpleheart, ebony and redwood
In basegame their seeds are absurdly rare
But ye, noted! Will boost the drops
hm, ebony and redwood were on my personal list, but purpleheart seemed fine. i also had bald cypress, crimson maple, and larch on mine
but i'm not gonna complain about even more purpleheart seeds. after making a trek far enough south to find a single tree, i'm sure i'd be happy with as many as i can carry
Is there any patch to use Wildcraft Trees in recipes from other mod? for example i have mod butchering and it's required to use logs but only vanilla one work
For that one no, not yet. I just dump my wc logs in the creative inventory and pull out vanilla logs.
we are having an issue with the latest wildcraft (we were using compatlayer and an older wildcraft mod before) causing (vanilla) trees to drop leaf blocks instead of breaking and dropping sticks, canes or seeds. is this a known issue?
People were reporting this issue but I was never able to replicate it. My leaves break just fine.
I can get you a copy of the server files if that would help
warning it's 50+gb
Im not at home, sorry
O_O'
All good, i'll have the files indefinitely. I've also tested it. It's ONLY when upgrading a world from the old version to the new one, not when you make a new one.
Weird.
Yeah, active server with a bunch of regular players. There's like six different towns all built up.
min temp 16, max temp 26, min rain 170, max rain 200, min fert 90, max fert 255, min forest 120, max forest 240, min height 0.1, max height 0.6. the thick variant is a little more restrictive but within the same ranges
it was in the treegenproperties.json in the assets/wildcrafttrees/patches folder of the mod
aww, for some reason I thought I could make skeps from canes. I wanted to make colourful eucalyptus cane skeps
Welllll I can add that
👀
that would be really nice! It'd add a whole lot of aesthetic options
it ain't even ahistorical
Do you want these little bundles on top too?
nah, just a regular skep is fine
though it's your mod, if you wanna do that you absolutely can but making models can be kinda a pain
but I'm more illustrating that twig wicker hives are very much a thing
hell you even have wattle and daub beehives in england
though the daub seems to be applied more internally than externally
but going that far is more in Golden Comb's wheelhouse
I'm just hyperfixating on beehives rn
I'm trying to turn the tree stumps into seeded stumps but for some reason the following don't work: spruce stump, maple, eucalyptus, larch, yew, fir, pine, beech and oak (that's all the stumps in my collection). The only one that works is birch stump. Idk if it's an incompatibly issue or not.
Not all tree species are suitable!
Check which stumps in particular can be seeded with fungus.
They cannot be infinitely propagated, that was the point
To keep this dyed wood rare
a bit too rare, like the petrified wood. They're so pretty but I won't be able to build with them any time soon
Is there a mod for sharing maps on multiplayer?
Why ask about it here?
Oh shoot sorry I thought I clicked the mod channel
Trying to find a cocoa tree and im unsure of what conditions are required for it to spawn, does anyone know them?
- Cocoa are fruiting trees, they belong to F&N module, not T&S.
- 23-50 C, 60-100% humidity, that is, hot humid jungle.
Ah, my mistake. Saw the list from the beginning of this thread and it had cocoa on there, but thank you for the information
ah ok
man, this azobe tree has such less leaves, I planted 3 trees and only got one seed, I'n scared to break this one 😫
Boost the seed amount, noted...
Also it seems they are affected by "player-planted dwarfism" too, sigh
I've noticed crown-of-thorns always look the same, as well
And don't give net-positive seeds
are douglas fir, red cedar, and banyan normal leaves intended to have guaranteed chance to drop sticks?
Yeah I was hoping for a nice big banyan tree but got a mini. 🙁
2x2 giant banyans currently cannot be grown from seeds
Same as 2x2 elms and sycamores and tamanus
I was talking about how naturally generated trees will always be bigger than player-grown if they use the same generation file. Idk why.
getting many grid recipe errors in question with other mods, some that I see are vanilla variants, unleaded windows, medievalexpansion, opdoorpack I'm not sure about all bc this log is a mess
Compatibility issues.
I can see other mods seemingly referring to blocks within T&S that don't exist, such as here.
That's definitely "Vanilla variants" or something of that category.
And this is actually RIDICULOUS.
Someone made a mod that tries to find a tree from Floral Zones in T&S domain 🤣
Sorry I cannot really help on my side, only thing I can offer is to find these other mod makers and ask if they are willing to cooperate on patch-writing
yeah, I'm very confused, but I'm trying to fix my massive amounts of log errors bc I learned that too many cause crash
that would be nice
Eeeeh I don't have this crash?
And what's with the screenshot...
Look at your mod list, it's huge. Obviously things are going to happen.
I'm sorry for bothering, I thought I it was from this mod.....
It seems like some other mod is referencing this mod in some strange way
See, no crash
unfortunaly the crash report doesn't lead me anywhere
it seems the crash is caused by vanilla variants, don't know why it gets falsely tagged in the crash report
I play with biomes, where do I find umnini trees?
atlantic and eastern afrotropics
umnini tree seems difficult to find. Or maybe I just have bad luck
right after this message I found one 😂
They are supposed to be rare. I assume they are even rarer with the Biomes mod...
I got lucky then. Very pretty color
not to be annoying again but I'm getting those errors with the current mods loaded (which isn't many knowing me)
Still seeing leaves drop instead of sticksnwith 1.21.6 on a carryover save with the latest version
Have you tried switching toolmodes with f (using shears)? Do you have any other mods that edit leaf drops?
Believe it or not THIS time it was just a communications error with my tester.
The correct items are droping
I actually wandered back in just to clarify that
Note that this mod boosts the amount of tree seed drops and adds a few new drops (canes, leaves), thus it patches the basegame files in that place. If some other mod patches the same part - one may overwrite the other.
I have a suggestion: adding this beauty "terana caerulea", It's a blue fungus growing on decaying wood and it could have the same funtion as chlorociboria fungus in getting dyed wood but instead of green it would be blue
But does it dye the wood beneath itself?
I just know that you can make natural dyes from it, but it's pretty rare
I can't find anything where it talks about staining the wood, ah too bad its my fav color
Hello, having issues with wattle baskets not having a texture when closed, but working fine when opened, is there a known fix?
Cannot replicate this, sorry
I don't even know at this point
We've seen it on my LAN play with my partner in the same room (same router). When we each place down a wattle basket, open the other person's basket and it'll be invisible and/or a ? block when closed. So far it's been all types.
A relog of both clients fixes it.
Still getting this. Everything else is working 29.12.2025 20
29 [Server Notification] Exception thrown when trying to initialize a block entity @508152, 145, 512607: System.NullReferenceException: Object reference not set to an instance of an object.
at herbarium.BETallBerryBush.Initialize(ICoreAPI api) in C:\GitHub\Herbarium\Herbarium\src\BlockEntity\BETallBerryBush.cs:line 23
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1007
It's from the Fruit module and it's harmless.
I still have no idea what the exact culprit is, but everything in the mod works correctly and nothing crashes, so, harmless.
It's also outside the world border
HAHA
Nonexistent tall bush
Yep
I bet it's called jupiper!
(for ones who haven't witnessed that, there used to be a typo in WC:F&N that was calling one of the juniper textures "jupiper", and the logs were showing this error mystery bush)
So, I changed the recipe for weak/strong tannin to 1 leaf to 2 liters of water, but it won't work......
@formal bear So Ive crashed multiple times over the last few days when clicking recipes in the Handbook. Any recipe with variants that can also be crafted with wood(even if there is no colour variant) from this mod will now crash the game. Barrels, chests, shelves, animal troughs, etc. I can craft the recipes but Ive had to look them up on the wiki, since if I click them in the book it crashes. The report always says 'System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item wildcrafttree:plank-* but there are no such items/blocks!' I can give more details/modlist if needed This is the most recent crash report:
That comes not from my side. It's some "variants" mod.
vanillia variants?
Yes i know thats why i was confused
Ill get rid of variants again then
ill also let them know on their mod page
That mod's author is constantly working with huge arrays and equally constantly misses errors here and there. It's a common occurrence.
No blame, just happens.
do you also play with hydrate or diedrate mod?
I do.
I did for some time! But it got too buggy for some reason and once even broke my world by making my character permanently slow as a snail even when I disabled the mod(!), so I haven't used it for a while.
I was going to do some troubleshooting when I got home
I think the issue is that hod is trying to patch a wildcard (since it has a a wildcraft:trees patch) and it fails and somehow its involved with vanilla variants
a hod author put up an unofficial patch in the channel, but I can send it to you if you want
or tag
In vanilla variants channel?
Yeah that would be fantastic thank you
Whatever is easier
I see a lot of people talk about this mod being a hog on memory but out of curiosity what about it causes those issues?
And I guess following on that does removing it cause major issues or is it the kind of thing you could mitigate?
It will leave a ton of ? blocks in your world.
As for unusually large memory usage, I still don't even know what exactly is the cause 😭 Maybe large amount of variants of everything, maybe foliage blocks (modded foliage behaves badly for some reason)
hey, in handbook the recipe for weak tannin is 4 oak leaves : 10l of water, so why can't i make the weak tannin?
ok, i found the working recipe
but its wrong in handbook
its 4 + 1L not 4 + 10l
:O
They never nerfed the leaves on their side, ye.
... Huh, I thought that it was just the handbook being buggy
can you play wildcraft in the newest version of vs?
I really want to play it but it seems herbarium is out of date
or does it run with the tester version?
no
game runs very smooth for me, its so so beautifully made!
only issue is when I touch a juniper, the game crashes
idk why
From Golden Combs, that's why
So, I went back to the modpage and added this
The second paragraph
I hope this issue will be resolved, eventually, but not everyone has enough free time to keep up with a jobless modding maniac (me)
you're doing gods work, thanks for making such an awesome mod for us to enjoy
Thank you🥲
is there a guide for all of wildcrafts content?
Not sure what you mean by "guide" but I, here to answer if you have questions.
what do I do with clippings after watering them? in what ratio do oak leafes produce tannin, same to logs?
do tree stumps give special loot?
- By "watering", do you mean putting them in buckets of water? If so, this is done to keep them alive. You can pull them out to get green clippings back and plant them (you get your buckets back too).
- You will need a ton of leaves to make tannin, like, 40 leaves for 10 liters of water.
- No, you just get a stump you can place where you want as decor, trim it to get regular logs or, in certsin cases, infect with chlorociboria for nice teal wood.
Wondering if there’s any knowledge on why in multiplayer the (birch) wattle baskets appear as “?” blocks to clients other than the one that placed them until those clients reconnect to the server. I don’t know if it’s a weird mod conflict or specific to this mod, but I can confirm it’s been happening in various mod lists I’ve played and tested since November of last year.
still crashing on trying to pick some berries or plants
(deep inhale)
THIS
Also wrong thread, it's with F&N.
getting this much took a while
It seems it's still not possible to stack wildcraft planks higher than one block, they are missing a setting in JSON to allow this:
"behaviors": [
{
"name": "GroundStorable",
"upSolid": true, // <---- here
...
}
Would be nice if that could be fixed in one of the next releases.
Btw, the jungle looks absolutely amazing, or as the brits say, bloody brilliant with this mod 🥰
Ye, ye, thanks, I got notified of this long ago and my wip version has it fixed already, just need to do some more things for the update.
Hi, love the mod but... took me a while to find this one out though the assets/wildcrafttree/recipes/grid/crate-labeled.json is causing me a CTD so i had to remove it from from the zip on my server/client
the CTD is when inspecting the recipe for parchment
I wonder if something changed in the way basegame crates function since times I added them to T&S, will check
the game's not showing me the crafting recipe for the foraging basket for some reason, can anyone remind me please
did i get unlucky or do mahogany trees just grow really tiny?
The "player-planted dwarfism" issue... I will try to fix that aspect further.
Something else broke this recipe. If handbook doesn't show how it's crafted you cannot craft it.
well these are the only mods I've recently added before I noticed it's not working as it was on my previous save (started a new world of course) and the only two possible culprits I can think of would be ABCSRedux (no mention of incompatibility) and Aldi's Classes (claims to have patched stuff but the incompat only affected cane drops from branch blocks)
don't know how else to troubleshoot incompatibility or file overwrites in this game other than the console printing angry messages at me
It's very easy to pinpoint the mod that causes it by creating a test world and removing the mods one by one
easy? yes
fast? no
i see salty'ls manual scraping, do you also have manual tool crafting? because with that i think it might not show, but you can still craft with the items in the hotbar. edit: nvm, i just hopped in and the recipe should still appear even with manual tool crafting
My best guess so far is that some mod tries to patch the recipe, but fails
Making the whole recipe corrupted
Im not near my pc at the moment but the recipe is a basket of alternating reeds and canes below, two ropes on top sides and a stick on top center
2 canes/reeds per slot
3 canes/reeds per slot is what i see in game
Maybe i have bad memory haha
found the cause, it was Aldi's classes, the author left a patch for the foraging basket from this mod disabled by default, which prevents crafting it
i added a little note in the dependencies list, sorry bout that
It's okaaaay! I totally inderstand foraging baskets being op, your decision to disable them is normal
Hi. Have I been hearing right that Wildcraft Herbs & Spices won't be updated?
I'm still new to learning modding. May I use some of your plant art from your Wildcraft mods to try making my own (much smaller) herb mod? Or may I at least use them as a visual reference while I learn to draw my own? Is it ok if I look at your code to see how spawning the plants is done?
Ye, sure, take any textures you want. Need to warn you old H&S textures are kinda ugly...
As for spawning, I think the gen file in that module is broken. Check out the basegame worldgen->blockpatches to see how it's done.
Thanks!
Somebody tried to patch H&S to 1.20, but I have no idea if it works. Haven't seen any tries for 1.21 yet.
Im a bit at a loss here, so I figured I would reach out Sonya.
Im playing around with doing a small retexture for one of the wood types. (spruce) But for the life of me cant get debarked logs to change texture. Could you nudge me in the direction of where wildcraft trees and shrubs handles the debarked logs? I checked out log-debarked.json but wasnt able to get a working patch to change debarked.
I got most of them working, but the debarked is refusing to play nice
Iirc they have to be in the "game" domain to work
Name the texture something like "darkerpine", place it in the copy folder inside the mod files and then patch the blocks to use this new texture
Debarked log texture is also used by things like doors, bookshelves and such, note that
yeah, that bit I noticed which is why I shifted to focus on debarked log so much. by "game" Domain, are you referring to being in a folder called game?
Gotcha, gotcha!
Follow up question, since ive been struggling with the debarked log for 3 hours now. But would I want to change the "inside" texture, or "inside-north,east,south,west"? My brain is slowly getting friend at this point from the silly log e.e
"op": "replace",
"file": "wildcrafttree:debarkedlog-spruce-ud",
"path": "/textures/inside",
"value": "wildcrafttree:block/wood/debarked/spruce"
},``` Something like this?
Cannot tell, not near my pc at the moment sorry
gonna take a break from it. Thank you for the help. If you are able to follow up later it would be appreciated
Are any rendering issues going on with this mod? Asking since I see this:
I'm noticing some trees are impacted, too
So far, green alder
i dont think anyone has reported anything like that
is your graphics card perhaps shitting itself
This is recent... as in, started a few days ago
I did install a few new mods, yes. And also updated some.
I am not sure what is doing it, though, and I don't know how to export my load order from VSLauncher for examination
I have a big load order
while i don't know how to pinpoint what mod or updated version could be causing it, i would start with removing anything brand spanking new to the list that's from the date that this started happening
if removing the new mods fixes the issue, then you can put them back in one at a time until you trigger the messed up graphics
if removing the mods doesn't fix the issue, then browse the updated mods and do the same thing, roll back to one version prior and see if it fixes the issue
it's a tedious process but that's honestly the only solution i can think of personally
I constantly update, but I have an idea.
Part 1 of where to look
Part 2. Still quite a bit, but probably narrows down where the bad mod is
Since I played this on the 8th without issues...
that's a LOT of mods
Yeah but it was running fine without this only a few days ago
That's what confuses me
I had this issue in the past, as well. But it went away.
Uh... I think I may know what could be going on
https://mods.vintagestory.at/wildcrafttree
In the comments, I decided to translate the comment that is in Russian. The user described a similar issue to me.
>>REQUIRES HERBARIUM TO WORK<<
Do not use this mod with either of the old wildcraft mods, Wildcraft or Wildcraft Trees. These mods are being discontuined in favor of Herbarium and the new content modules (which are still being worked on and released). Using this content module with either of the old versions will cause issues and cra...
"перестали спавнить деревья, хотя все работало нормально, так же многие текстуры превратились в черные квадраты, сервер начал ругаться и выдавать ошибки в логах... при разведывании нового участка карты начинаются фризы... как это исправить?, версия 1.21.6"
"Trees stopped spawning, even though everything was working fine. Many textures turned into black squares. The server started complaining and throwing errors in the logs. When exploring a new area of the map, freezing started. How can I fix this? (version 1.21.6)"
I realize you are reworking that mod, but has anyone else reported the same @formal bear?
I have Herbarium, Wildcraft Trees and Shrubs, and Wildcraft Fruits and Nuts installed
I'll see if this user is also in the Discord. Just in case.
Nope, I don't see him here. In spite of what Discord is planning, I will see if I can convince him to come here.
I'm gonna verify if he was correct or not
I will update the Trees module soon (a lot of bugs have been identified, time for fixing, plus 1.22 compat ahead)
But I still have no idea what causes the black block problem, sorry
Well, even if this is not the cause, if someone is reporting something similar, we can probably find the culprit easier
Well, I see less of this issue, but not it fully cleared up.
Plants from some other mods and such are still being affected, like #1363450225871552512
I'm wondering if my issue lies in my logs and I simply keep going past it.
@formal bear Anything you could possibly see from the logs?
I am currently starting my work on adapting the mods to 1.22 and I am getting tired of you dominating the threads with your issue.
Sorry to ask you this, but while I believe I may have found the faulty mod... I do want to ask a minor question in the event it could help me with testing out stuff to find the mod at fault. Namely, are your trees and plants all based around tint for color, or are they entirely hardcolored with a specific texture?
All the foliage textures are greyscale, they only appear in various shades of green thanks to tints.
Alright
anyone know how well this works with 1.22rc2
probably not very well at all but I havent personally tested it myself
Tree module works decetly well without any updates, I will roll out the update relatively soon
sweet
on another note, with maple seeds doing the little helicopter thing with the latest update do you think you'll add that functionality to other tree seeds like Sal, Ash, and Elm?
Maple seeds rotating is a very old feature, and for some strange reason we weren't able to replicate it with modded seeds two years ago.
there's a very funny bug when taking the current release version of the mod into 1.22rc. the foraging basket crafting recipe takes 3 of any item on both bottom corners. and when I say any item I mean literally anything, from meteoric chain iron pants to taxidermy fish
Oh yeah I fixed that on my side already)) Had a chuckle
hey could you change the recipes for the eucalyptus sap and spurge latex poultices to use only 1 of each instead of 2? finding 2 is quite hard
at least for the reed poultices
I thought it only used one? Hmm
Maybe some plans I never realized
with birch wattle fences placed, i get a bunch of errors like this [Error] Missing mapping for texture code #aged during shape tesselation of block wildcrafttree:wattle-birch-s-free using shape wildcrafttree:block/wattle/w1, or one of its alternates
all of the azobe trees I've planted have absolutely tiny amount of leaves. like less than 30 each
it's making them incredibly hard to propagate. and these are trees that I haven't had difficulty with in the past. did an update change them or something?
No I haven't.
I will be adressing the issue of "dwarf trees" in the next update
I think they grow up extra small if planted in areas with low "forestation" value, due to some generation parameter (also happens ti vanilla trees)
i seem to recall hearing that this is a ram heavy mod due to all the new texture variants this adds, and i recently seen people talking about how the attribute rendering library helps reduce ram usage from variants. im not sure if it's possible but just curious if you've ever looked into possibly adapting this mod to utilize that.
It is not caused by textures (F&N has way more), it is caused by variant-heavy json files. I tried spliting the biggest file into several smaller bits and it seemingly improved what I personally was not happy about - long world loading time
Maybe some other big jsons can be split too, I will think aboot it.
Maybe that's not even needed with the huge loading improvements in 1.22 for mods.
is there a spreadsheet or something showing the likely locations for each tree type to spawn?
Not yet, but what trees are you searching for?
Chlorociboria or something like that?
And Dalbergia as well i think
And spurge xD
Chlorociboria is not a tree, but a fungus that dyes wood teal. Old stumps infected with it are found in wet warm areas, starting from redwoods. Save stumps that can be seeded with its spores so you will get more blocks of it.
Dalbergia and spurge trees are fairly common in savannah biome.
Okay, thank you :>
🌳
🌴
when can we expect an update for this now?
Mini-update soon (1.22 uplift)
that's all I'm askin for

Wildcraftcraft Trees Tomorrow!!
You again 🤣
(I declare this with the Power invested in me as Mr.Obama)
erm acktsczhually the term is "vested" not "invested"...
anyways wildcraft trees is peak
I love growing fruit trees