
Vintage Story Mod DB · Vintage Story mod
Eco Machina
Eco Machina – Dynamic Trees & Living Ecosystem Eco Machina is a long-term overhaul of how trees look and behave in Vintage Story — focused on realistic structure, organic growth, and long-term world immersion, without ever rewriting the world unde
Quick answer
Which Eco Machina release should I use?
Eco Machina 0.6.1 targets 1.22.0, 1.22.1, 1.22.2. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Eco Machina required on the client, server, or both?
It must be installed on the client. Installation on the dedicated server is optional.
This release supports both sides, but the source does not require it on the server.
What else does Eco Machina 0.6.1 need?
0.6.1. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Eco Machina without breaking your instance.
Built for Eco Machina 0.6.1. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 0.6.1. It targets 1.22.0, 1.22.1, 1.22.2; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
It must be installed on the client. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 0.6.1. It opens that exact file at the source.
About this project
What does Eco Machina add?
Eco Machina – Dynamic Trees & Living Ecosystem
Eco Machina is a long-term overhaul of how trees look and behave in Vintage Story — focused on realistic structure, organic growth, and long-term world immersion, without ever rewriting the world underneath you.
The core philosophy is simple:
- Replicate vanilla behavior first.
- Improve realism second.
- Never break existing worlds.
Like the project?
Realistic tree rendering — stable
Trunks and branches are rendered as tapered, connected segments. A Heavy Path Decomposition (HPD) algorithm picks the trunk at every fork by the biological “most weight hangs above” rule, giving each tree a readable main-trunk → main-branch → side-branch hierarchy with 16 thickness steps from trunk base to twig tip.
Two kinds of connectors keep the geometry continuous:
- Wood-to-wood connectors sit inside fork blocks and bridge the parent’s spine to the secondary children, so branching points read as one continuous mesh.
- Foliage connectors link the branch tips to the canopy as X-cross billboard quads carrying branch-silhouette textures, alpha-tested for sharp edges.
Per-species HSV bark-tinting samples each species’ bark texture and produces matching twig colors — birch reads light and grey, oak warm brown, redwood deep red.
Vines and shelf mushrooms attach to the tapered branch geometry: vines drape along the real branch curves with proportional scaling, shelf mushrooms sit flush against the trunk surface.
Mod compatibility is built into the design. Eco Machina is species-agnostic and applies the same treatment to every wood/foliage block regardless of which mod added it. Atlas-page-aware mesh routing handles multi-atlas mods (resin overlays, custom bark sets) inside the tapered pipeline. Bark-tinting picks up modded species’ colors automatically — no per-mod configuration required.
Dynamic tree growth — in development
Trees that grow gradually over time, with stages derived from vanilla growth rules and reactions to available space, obstacles, and seasonal conditions. Currently opt-in behind a config flag and considered experimental until stable.
Root systems — planned
A complete root system per tree, modeled per species with three archetypes: taproot (deep central), lateral (shallow plate), and heart (mixed). The visible parts are root flare at the trunk base, surface roots on slopes and cliff edges, and root-over-rock paths when a tree grows on thin soil over stone.
The rest stays underground — but when a player digs through soil that contains root volume, the exposed roots become real, mineable tapered-wood blocks. Soil itself is never touched or converted; the root system lives alongside the terrain, not in place of it.
Living ecosystem — planned
Natural reproduction via seeds and saplings, competition for light and space, aging and natural death, seasonal effects like leaf drop and regrowth. Long-term work on the roadmap.
A browser tool that lets you draw a tree on a grid and watch it get decomposed into chains in real time. Switch live between Vanilla (raw blocks), Long-Path (the legacy algorithm), and HPD (the new one). It’s how the algorithm was tested during development — useful if you want to see why the trees look the way they do.
Try it here: factorial-seven.com/eco-machina-visualizer
Eco Machina ships with an in-game settings dialog. Press F9 to open it. The dialog only shows settings meant for players — developer tools stay hidden unless you’ve explicitly enabled them.
- Render World Tapered Meshes — The master switch. Turn off to disable all tapered-tree rendering and fall back to vanilla cube logs. Default: on.
- Auto-claim vanilla trees — When you move near a vanilla tree, Eco Machina takes ownership of it for tapered rendering. Without this, only worldgen-claimed trees get the treatment. Default: on.
- Worldgen preclaim (new chunks) — Claims trees during world generation as new chunks are created. Trees are ready for tapered rendering immediately, without waiting for auto-claim. Default: on.
- Auto radius (view distance) — Eco Machina’s working radius automatically follows your in-game view distance. Turn on if you change view distance often and want the mod to track it. Default: off.
- Manual radius (chunks) — How far out (in chunks) Eco Machina maintains tapered tree rendering when Auto radius is off. Higher = more trees rendered at once. Default: 2.
Experimental
- Tree growth lifecycle — Opt-in for the experimental dynamic-growth system. Trees grow gradually over time instead of instantly. Requires a server restart to apply. May cause unexpected behavior until stable. Default: off.
Eco Machina is built with maximum compatibility in mind:
- Render-only — vanilla blocks stay vanilla underneath, no save migration
- Existing worlds work without any conversion step
- Multiplayer-safe (server authoritative, deterministic)
- No global world scans or heavy per-tick updates
- Vanilla tree interactions preserved (felling, drops, tool behavior, attachments)
- Mod-compatible by design — species-agnostic, multi-atlas-aware
If something looks vanilla, it behaves vanilla.
Known limitations and edge cases. They don’t block the mod from being used, but you might run into them:
- 2×2 trunks on cliff edges — large 2×2 trees on cliffs may render incorrectly, especially with short trunks or significant height differences below the cliff edge.
- Tree-conversion misses — occasionally a tree fails to convert to tapered meshes during chunk loading and stays as vanilla cubes until the chunk is re-loaded.
- Vines on tilted branches — vines on diagonal or tapered branches align correctly on the vertical axis, but don’t yet adjust their height to follow the branch’s tilt.
- Mushrooms on diagonal trunks — shelf mushrooms don’t yet align correctly to diagonal wood blocks.
- Beehives — don’t yet snap to branch geometry and can appear to float next to the wood instead of sitting on it.
- Chunk loading — chunks may occasionally take longer to load.
If you run into something not listed here, please report it — the Support & Feedback section below has details.
The rendering layer is stable and ready for general use. The dynamic-growth and ecosystem layers are still in development and currently behind opt-in config flags.
Expect:
- visible progress updates
- rapid iteration on the experimental layers
- occasional breaking changes on the growth/ecosystem side during development
- a stable render baseline you can rely on in the meantime
I’m a trained Media Designer (Mediengestalter Digital + Print) with a background in graphic design, 2D and 3D art, animation, video and audio editing, web development, and the software architecture that ties all of that together. Programming was never my main craft — so I use AI coding assistants the same way I use Blender for 3D meshes, Affinity for textures, or my audio software for sound: as a tool to execute ideas I’ve already designed.
The concepts, the architecture, the visual decisions, the specifications, and the dev journals are all made by me. The code is the implementation layer. Every feature is preceded by a written specification, every significant decision is captured as an architecture record, and every working day is logged in a public dev journal — the work behind every visible improvement is fully traceable.
A longer write-up on this is on the Ko-fi page if you’d like more detail.
Support & Feedback
This mod exists because people asked for it — and because trees deserve better.
If you enjoy the project:
- feedback and testing are highly appreciated
- if you have a tree-adding mod that breaks under Eco Machina, drop me the modid and a screenshot
- optional support helps keep development going ♥
Project description from Vintage Story Mod DB.
Pick your setup
Eco Machina releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.1
1 loader build1.22.0-rc.10
1 loader build1.22.0-rc.9
1 loader build1.22.0-rc.8
1 loader build1.22.0-rc.7
1 loader build1.22.0-rc.6
1 loader build1.22.0-rc.5
1 loader build1.22.0-rc.4
1 loader build1.22.0-rc.3
1 loader build1.22.0-rc.2
1 loader build1.22.0-rc.1
1 loader buildShowing the newest 12 of 16 game versions. Older files are in the list below.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Eco Machina versions and loaders
0.6.1
vsecomachina_0.6.1.zip
28 May 2026
0.6.0
vsecomachina_0.6.0.zip
28 May 2026
0.5.0
vsecomachina_0.5.0.zip
23 May 2026
0.4.0
vsecomachina_0.4.0.zip
20 May 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.
Support Eco Machina on Ko-fi