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Tactile:WoodAvailable

Every tree is procedurally shaped, unique. Felling it is a real gesture.

DownloadCommunity creationsWorkshop guide

No two trees alike

Shape, lean, colors, all derived from the tree itself. Vanilla or modded.

Foliage with volume

Leaves are no longer a grid of cubes, but tufts of planes dressed in textures derived from the game, with shadows of their own.

Felling is a gesture

The axe bites, the crown topples, you cut the logs on the ground, one by one.

Forests, not rows of trees

Since each tree is shaped on its own, a forest stops being a repeated pattern. The silhouettes answer, cross and overlap one another.

Beautiful, and reversible

Rendering is client-side, over vanilla blocks: the world can return to its original shape at any time.

The trailer

Play the trailer
screenshots to come

What the mod costs, and what can be tuned

Oak forest Grove Taiga Cherry grove Jungle Open sea
417fps
VanillaLowMediumHighExtreme

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 species editor

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.

Shape first. The skeleton is laid down, trunk then branches, by tuning their rules for starts, length, taper and gnarl.
Then comes the foliage mass: density, canopy hollow, irregularity, gradient. Tufts, light and cast shadows are tuned in the same place.
The leaf and the flower are drawn element by element, from one of the game's textures: repetition, hue, pattern, finish.
The resulting species is saved, and wild trees then replay it, each with its own variation.

In depth

How it works

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.

The foliage

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.

The species editor

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.

A piece of the Tactile suite

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.