Every tree is procedurally shaped, unique. Felling it is a real gesture.
DownloadCommunity creationsWorkshop guideShape, lean, colors, all derived from the tree itself. Vanilla or modded.
Leaves are no longer a grid of cubes, but tufts of planes dressed in textures derived from the game, with shadows of their own.
The axe bites, the crown topples, you cut the logs on the ground, one by one.
Since each tree is shaped on its own, a forest stops being a repeated pattern. The silhouettes answer, cross and overlap one another.
Rendering is client-side, over vanilla blocks: the world can return to its original shape at any time.
The trailer
Play the trailerWhat the mod costs, and what can be tuned
The world tick (1 to 4 ms) and memory (under 50 MB of spread) move at no step.
Each biome is measured at the same spot and the same time of day for all five steps. Measurement noise is 3%: the open sea, without a single tree on screen, serves as the control and stays within it. Intel i9-14900KF · RTX 4070 SUPER · 8 GB allocated · render distance 12 · 2560×1369.
The shape rules do not stay in the code. An in-game workshop lets you sculpt a whole species, tune its foliage, and build your own library of trees.
In depth
The mod doesn't guess trees: it identifies them by a reliable tag, vanilla or modded, with no false positives.
From the blocks that make it up, it rebuilds the tree's hierarchy: the trunk, then the branches it carries.
Each segment is then redrawn as volume, from box shapes for the wood and tufts for the foliage. Shape, lean and hues derive from the tree itself, so no two trees ever look alike.
It all happens client-side, over vanilla blocks: logs and leaves stay standard, only the display changes. The server sees only vanilla, which keeps the rendering reversible and harmless to the rest.
Foliage is no longer a textured cube, but a tuft of planes, dressed in procedural textures traced directly from the vanilla leaves. It applies to the whole game, vanilla leaves included.
Shadow and light are built into it to give it volume, far from the usual grid of cubes. It all stays purely visual: the leaf blocks themselves don't change.
An in-game editor allows a tree species to be sculpted from scratch and its procedural parameters tuned. Wild trees then replay the resulting archetype.
For each species, several authored models can coexist, with the vanilla draw always kept.
What is sculpted there can be published to the showcase in one click, and installed by other players the same way.
Procedural rendering isn't fixed: it's built to react to the rest of the Tactile suite.
Tactile:Season is the clearest example: as the calendar turns, foliage will be able to shift hue, thin out then grow back, without the world ever changing blocks.