Mods / Algernon's Watersheds

Tags:
Worldgen
Author:
Algernon
Side:
Both
Created:
Feb 18th at 7:45 PM
Last modified:
2 days ago
Downloads:
23576
Follow Unfollow 1433
Latest release (for Vintage Story 1.21.0 - 1.21.6, potentially outdated):
watersheds_4.0.13.zip  1-click install
For testers (for Vintage Story 1.22.0-rc.10):
watersheds_6.0.0.zip  1-click install

 

New info
New Terrain Erosion filter carves ridges and gullies into hills & mountains with Watersheds 6.0
Big thanks to Clay John and Runevision for creating this crazy good erosion technique:
https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html

Wait until Terra Prety is updated to 1.22 before using it with Watersheds on 1.22

Watersheds expands on Vintage Story's rich worldgen, modelling how water flows through terrain to carve out large-scale hydrological features.

This terrain-aware watershed model is completely unique, and allows the creation of world generation features that previously haven't been possible with an infinite world.

 

The first thing Watersheds does is lift the terrain, then erode it towards the coastline, creating a natural slope from inland highlands to flat beaches and marshes.
Streams are pathed upwards through the eroded terrain's slopes, starting from lakes, seas and oceans. These streams are carved where you would realistically expect them to be, following flow paths from simulated rainfall on the actual terrain's slopes.


By making these streams aware of the terrain, they can be placed following the terrain height. They start high up inland, then slowly get wider as they flow downstream and downhill.

Along the path downhill Watersheds can generate crazy meandering streams, braided streams, tributary streams, canyons, waterfalls, stream valleys, oxbow lakes, rapids, point bars, and more, all within the context of the surrounding terrain.

 

Watersheds can even accumulate groundwater (optional) where you would expect it to be based on the rainfall and terrain shape. You can dig water wells into the groundwater aquifers and collect water from them with a bucket and pulley.

 

Watersheds is built from the start to be heavily configurable. Everything is optional.

You have control over every feature this mod gives you.

You could make the meandering more bulbous for more oxbow lakes, deepen and widen the aquifers, increase the size of the sandy beaches, or put more rocks and fish in the streams.

Check out what you can do in the config editor here: https://algernon733.github.io/WatershedsConfig/

🛠 Setup

For short, safe, boring streams just download and play.

The really cool world generation like in the pictures requires a few steps:

1. Use Watersheds on fresh worlds only. You can take the mod off later, but there will be seams between chunks generated with and without the mod.
2. Use a landforms mod. Vanilla landforms give poor results for streams.

3. Pick your preset, then settings in the config editor.

4. Use these world settings:


70% landcover is to create oceans for streams to drain into. This makes 30% of the world surface ocean.

Lowering landcover scale from 500% to 100% makes smaller, more numerous oceans.

Upheaval gives poor quality terrain for streams.

Lowering landcover means theres a greater chance your spawnpoint is inside an ocean (a ~30% chance at 70% landcover and 100% landcover scale). The game places a small island around you so you don't drown, but you're still on an island in the middle of an ocean. So if you start on an island fly out of the ocean in creative or tp ~4k blocks away.

The most important setting: Increasing landform scale. This makes regions less chaotic, and more distinct from one another. You're effectively scaling up how much land each terrain pattern gets; larger lakes, larger plains, larger valleys, larger mountain ranges. More landform scale makes the world feel bigger, and also gives more room for streams to form.

 

Worldgen time takes longer as this terrain gen needs to check faraway areas. You should test the generation time you're comfortable with by running around once you've waited some time (like 5 minutes) for the watershed model to read the surrounding area. Once enough chunks have generated in your area, chunk generation time is almost as fast as without the mod.

If it's too slow on your machine, use a dedicated server or lower the maximum stream length config.

 

For landforms, if you're using a tall world height (world looks bigger, but runs slower) I recommend using my 512 World Height Landforms. If you're using a lower world height you should pick another landform mod.

256 world height landform mods:

Plains and Valleys, Fields and Plateaus, World Of Fortune

320 world height landform mods:

Vanilla Plus Landforms, Conquest Landform Overhaul,

384 world height landform mods:

TerraPrety is my personal favorite.
Hate to say it but I think it's better than my landforms, even though its made for a shorter world height.

 

If you want to play a world with dirt gravity use Soil Must Fall instead and set block gravity in the world settings to "Sand and gravel". This mod (with that world setting) perfectly fixes dirt gravity. If you have block gravity set to "soil with sideways instability" that mod will actually make dirt gravity worse.
This mod is also useful to prevent FPS drops from lots of falling blocks: https://mods.vintagestory.at/fallingspawnmanager

In vanilla dirt gravity collapses soil on mountains when they're loaded, or when you walk on them. That same soil collapse can happen on stream banks, so when the streams are loaded in or you walk near them, dirt can collapse into the streambed and break the streams apart.

⚓ Stability

We've had three full playthroughs with Watersheds during its development, and haven't had any crashes caused by the mod.
However, it is still in an experimental state regarding the quality of the streams.
You could find some artifacts in the form of bad water placement, low-quality stream mouth connections to the drain/main stream, or a stream pathing where it shouldn't be.

Since these streams are height-conscious, they follow and carve into the terrain generation's blended layers of chaotic noise. The chaotic noise is what makes the streams distinct, since defining them by the surrounding terrain means no two streams look the same. That chaos, though, also creates a massive number of little edge cases that can mess a stream up. Getting the carving right for these streams is a game of whack-a-mole to deal with rare noise generation artifacts, so just like how you sometimes find floating terrain, you're sometimes going to find a busted-up stream section.

The quality of your results also depends on how suited your terrain is for a clean watershed model. In general, flat terrain makes boring streams, and sloped terrain makes varied and dynamic streams. Rough and crazy terrain shapes are fine provided they're in a rough and crazy area. But when there's rough and crazy terrain interspersed throughout all the terrain, the terrain sampling can miss the craziness and treat a rough area as a smooth slope where water flows through.

In practice, this means to use Watersheds, you'll want to turn off upheaval, turn up the landform scale to 200%+, and use a landform mod. Pretty much all landform mods go for a less chaotic, more distinctive approach than vanilla, so they're all good. Vanilla landforms go heavy on unpredictability. That unpredictability makes every location very unique, but it isn't ideal for a model that predicts the terrain slopes.
To create landforms most suited for Watersheds, I've made a landform mod specifically for valleys and tall world heights:

512 World Height Watershed Landforms.

Scaling up the world's height and landforms creates slopes big enough for streams to grow long.

🏞️The Watershed Model

The Watershed model maps a cheap abstraction of the terrain around you, and how water would flow through that terrain.
This addresses the core issue of terrain-based stream generation that AlcatrazEscapee (TFC developer) identified in their article here.

That issue is that streams need to have context about the surrounding terrain if you want them to flow down the terrain slopes. And if you want to have context about the surrounding terrain, you'll need to look at an exponentially increasing amount of possible terrain where a stream could flow.

The longer a stream can get, the more terrain you'll need to check.

By breaking apart the base game terrain generation to the point you can just check the terrain at individual points, you only have to cheaply check spread-out points on the world around you, and use them to build an estimate of your greater surroundings.

The details between the samples are lost, but it's still detailed enough to deterministically decide where streams of a reasonable length can be placed. If the determinism requirement was removed, these streams could be more than 20x as long with the same performance, but that's not ideal for most.

 

Streams are just one implementation of the Watershed Model. Knowing the terrain thousands of blocks away from you opens up a massive amount of possibilities.

Some ideas this makes possible:

  • Distant Horizon's style LOD (some genius made a working prototype with Watershed's sampling)
  • Long and believable roads between structures
  • Large-scale paths/routes for herds of animals, trader caravans, and drifter hordes
  • Cheap hydraulic erosion on terrain
🛶Stream Types

Right now there are three types of streams: Straight, Meandering, and Braided.

Straight streams are simple curves with a little bit of noise added to make them wobble.

Meandering streams are curves that are gradually warped into natural-looking meanders.

Braided streams are multiple meandering streams layered at different opacities onto each other, creating the appearance of a stream that evolved its path over time due to sediment deposition and eroding the stream banks.

Each stream has a deterministic random chance of being one of these three. The chances for each are configurable.

There are also tributary streams that can branch off each stream if there's good enough terrain to do so.

🪷🐟What You Will Find in Streams

Just like with real streams, they have a lot going on inside and around them.

The bed is full of stones, including flint and boulders. Vintage Story's freshwater plants and algae are placed heavily to make it look natural and alive underwater.

The bank has a lot of clustered freshwater plants, like cattails, papyrus, tule, and brown sedge. You'll find driftwood and rotten logs that fell into the stream and washed up on the banks.

The water has increased fish spawn rates, so you can survive by spearfishing along the streams.

The area around streams has a lot more trees and bushes thanks to increased moisture levels, so you'll see branches and vines hanging over the water.

💧Groundwater and 🪣Wells

The groundwater feature works by seeping water out the walls when you dig in an area that accumulated water flow in the water flow model. So if the terrain is sloped towards an area, that area becomes "wet" and can become a source of freshwater if you dig a well.

They can also become a limiting factor for where you can dig tunnels, so if you don't want a flooded mineshaft you should dig in a dry area, above, ontop, or away from sloped terrain.

Groundwater is disabled by default; you'll have to turn it on in the config to play with it. For my mates, they got annoyed from having to place blocks to prevent water spawning when they dug mineshafts in aquifers. Just like with cave-ins, people either like groundwater or hate it.

This doesn't interfere with caving or deeper mining at all, since groundwater only exists for a couple of blocks near the surface (adjustable in config).

The well pulley is cross-compatible with groundwater wells/pulleys and Hydrate or Diedrate's wells/pulleys. I actually only found out about them after I made the pulley, otherwise I wouldn't have bothered making it.

🪢Mod Compatibility

Any mod that doesn't edit the terrain generation (genTerra.cs) should be compatible. These mods edit genTerra and unfortunately break Watersheds:

  • Rivers mod: Incompatible on 1.21, compatible on 1.22 as of Watersheds 5.0
  • RiverGen: Incompatible
  • I Want Realistic Worlds: Incompatible. Results in broken worldgen when paired with Watersheds, haven't checked why
Recommended mods

I always use these mods with Watersheds for my playthroughs:

  • Rivers mod: Compatible as of Watersheds 5.0.
    • My height-following streams flow into his massive rivers, creating tributary networks up to the 5th order.
  • Terrain Slabs - IMO a must have, it makes streams and the whole world look really natural and less blocky like Minecraft.
  • Conquest Blocklayer Overhaul - Changes the blocks on the hills and mountains, making it look much more realistic.
  • Geology Additions and Rock Strata Variety - Varied geology makes the world more varied.
  • Continental World - I just prefer the world to be divided up into large continents and islands.
  • Hydrate or Diedrate and Waterfall - Helps give groundwater a reason to exist. 
  • Seamless Rapids - Changes the appearance of rapid water to better match the flowing water around it
🌅Future Features

Some things I'm thinking about trying out:

  • Low-resolution hydraulic erosion based on the flowmap in the Watershed model.
  • Detaching stream mouths from a single potential drain, letting them meander to form deltas or alluvial fans if the terrain is right.
  • Map effects around streams to make large-scale river valleys or large-scale wetlands/flood meadows, and move moisture to where water flows/accumulates.
  • Done with the new rapids: A different block for stream water that resembles flowing water, with whitewater when it gets rough, as opposed to the current freshwater blocks made for stillwater ponds and lakes.
  • Done with the Rivers mod: Compatibility for my streams with another mod's very large-scale flat rivers. So that my height-based streams can drain into them, forming tributaries in massive river systems.

Credits:

- Animated mod card by juneisal -- https://ko-fi.com/juneisal

- Stream sound, "Medium River 1" by miguelpascucci -- https://freesound.org/s/350482/ -- License: Attribution 4.0

- Pulley sound, "14 - Polea.wav" by MichaelGillighan -- https://freesound.org/s/429215/ -- License: Creative Commons 0

 

Hit me up if you want to help out or have any ideas about world generation features. I can answer any questions about how anything works, especially if you want to mod world gen yourself.

I could use info on how this mod performs on a server with 15+ players, or about any potential broken world gen.
If there's anyone good with shaders and wants to help, the water needs a big upgrade. In my opinion, it's the biggest thing holding back the appearance of the streams.


Contacts: Discord: algernon733 | Email: algernon733@gmail.com

 

If you want to talk about Watersheds, landforms, world settings, or worldgen in general, you can join our Discord:
https://discord.gg/WZBgePPwvN

 
 
 
 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
6.0.0 watersheds 560 2 days ago watersheds_6.0.0.zip 1-click install

Terrain erosion filter from Clay John and Runevision https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html

Tighten up caches for less RAM usage

Initial compatability with wilderlands custom sea level, saltpeter spawns everywhere on low sea levels though

Update to rc10

Config website is updated as well

5.0.2 watersheds 1182 Apr 7th at 9:12 PM watersheds_5.0.2.zip 1-click install

Fixes lazaret placement

5.0.1 watersheds 663 Apr 4th at 3:51 AM watersheds_5.0.1.zip 1-click install

Update for 5.0.1

Timing fix for backwards compatibility with my deprecated StreamWater block entities

5.0.0 watersheds 258 Apr 3rd at 10:48 AM watersheds_5.0.0.zip 1-click install

Compatibility with the Rivers mod

Better stream sources/headwaters

Better interactions with story structures, no more streams going into story locations

4.1.9 watersheds
1.22.0-rc.2 - 1.22.0-rc.5
973 Mar 25th at 7:24 AM watersheds_4.1.9.zip 1-click install

Story structures now carve into the coastal erosion. No more half buried villages when you have steep coastal erosion slopes

No more crashes when you have an outdated or broken config

Update and improve my black/dark chunk relight fix to work on 1.22

No more crashes when you do a wgen regen when another wgen regen is in progress

4.1.8 watersheds
1.22.0-rc.1 - 1.22.0-rc.2
979 Mar 15th at 6:59 PM watersheds_4.1.8.zip 1-click install

Updated to 1.22.0-rc.2

Water placement improvement, no more whirlpools: config's "Water Above Stream Bed Maximum" default upped to 30 from 8, this caused whirlpools because it capped the water in deep parts but not the shallower areas around it

Stream sound is now dampened when you're indoors, just like the rain.

Any entity other than freshwater fish is now prevented from spawning in stream water. No more freshwater orcas, sharks, or dolphins from other mods dying on the banks of a shallow stream.

 

4.1.7 watersheds
1.22.0-rc.1 - 1.22.0-rc.2
1082 Mar 9th at 10:21 AM watersheds_4.1.7.zip 1-click install

Updated to 1.22.0-rc.1

Waterwheel compatibility, rapids on steep/waterfall areas, freshwater fish spawning in streams

Stream water now extends into sea level

4.1.6 watersheds 308 Mar 4th at 11:39 AM watersheds_4.1.6.zip 1-click install

Two small fixes
Fix mod loading error when turning off/on landform mods inbetween world loads in the same session
Fix benign error on save+exit world

4.1.5 watersheds 91 Mar 3rd at 10:51 AM watersheds_4.1.5.zip 1-click install

Less stuttering during chunk generation

4.1.4 watersheds 98 Mar 2nd at 12:31 AM watersheds_4.1.4.zip 1-click install

Merge latest fixes from the 1.21 watersheds

Story location placement, better ocean detection, less hangs

4.1.3 watersheds 258 Feb 27th at 12:50 AM watersheds_4.1.3.zip 1-click install

Future Terra Prety compatibility

Quick fix for long streams stretching to infinity

4.1.2 watersheds 237 Feb 24th at 5:50 AM watersheds_4.1.2.zip 1-click install

Various optimisations and fixes, particularly for long streams and saves with world heights below 256

4.1.1 watersheds 179 Feb 23rd at 5:08 AM watersheds_4.1.1.zip 1-click install

Fix starting climates for 1.22 as well

4.1.0 watersheds 119 Feb 22nd at 7:48 PM watersheds_4.1.0.zip 1-click install

New modicon

Adds an option for rapid water for flowing water blocks, some people like it i'm not sure if it looks good

4.0.13 watersheds
1.21.0 - 1.21.6
2337 Apr 7th at 9:15 PM watersheds_4.0.13.zip 1-click install

Fixes lazaret placement

4.0.12 watersheds
1.21.0 - 1.21.6
1079 Apr 3rd at 10:49 AM watersheds_4.0.12.zip 1-click install

Better interactions with story structures, no more streams going into story locations

4.0.11 watersheds
1.21.0 - 1.21.6
1774 Mar 25th at 7:20 AM watersheds_4.0.11.zip 1-click install

Story structures now carve into the coastal erosion. No more half buried villages when you have steep coastal erosion slopes

No more crashes when you have an outdated or broken config

 

4.0.10 watersheds
1.21.0 - 1.21.6
2266 Mar 15th at 7:08 PM watersheds_4.0.10.zip 1-click install

Water placement improvement, no more whirlpools: config's "Water Above Stream Bed Maximum" default upped to 30 from 8, this caused whirlpools because it capped the water in deep parts but not the shallower areas around it

Stream sound is now dampened when you're indoors, just like the rain.

Any entity other than freshwater fish is now prevented from spawning in stream water. No more freshwater orcas, sharks, or dolphins from other mods dying on the banks of a shallow stream. 1.21 doesn't actually have freshwater fish because they were making edits to them in preparation for 1.22's fishing, but I can't be bothering maintaining the inconsistency of saltwater fish in 1.21 streams so from now on there won't be any fish spawning in streams. If you still want fish in streams, use 4.0.9, but you'll also get dolphins etc if you have a mod which adds freshwater water animals

 

4.0.9 watersheds
1.21.0 - 1.21.6
3619 Mar 4th at 11:37 AM watersheds_4.0.9.zip 1-click install

Two small fixes
Fix mod loading error when turning off/on landform mods inbetween world loads in the same session
Fix benign error on save+exit world

4.0.8 watersheds
1.21.0 - 1.21.6
492 Mar 3rd at 10:48 AM watersheds_4.0.8.zip 1-click install

Less stuttering during chunk generation

4.0.7 watersheds
1.21.0 - 1.21.6
1136 Mar 1st at 7:18 AM watersheds_4.0.7.zip 1-click install

Fixes a lot of issues with story structure placement

Fixes a rare case where generation gets stuck until you restart the world

4.0.6 watersheds
1.21.0 - 1.21.6
165 Feb 28th at 1:05 AM watersheds_4.0.6.zip 1-click install

Improve drainchunk detection. Now there should be no more streams that don't make it to the sea/lake (I think this issue only existed with Terra Prety's oceans)

4.0.5 watersheds
1.21.0 - 1.21.6
1204 Feb 27th at 12:27 AM watersheds_4.0.5.zip 1-click install

Quick fix for long streams at max length 18+ breaking and stretching into infinity. Streams up to max length 28+ should work perfectly now. 

4.0.4 watersheds
1.21.0 - 1.21.6
615 Feb 26th at 1:06 AM watersheds_4.0.4.zip 1-click install

Adds full compatibility with Terra Prety. Turns out TP has some cool systems I didn't know about with landform distribution and the ocean map. TerraPrety worldgen should look the same when you have Watersheds now.

4.0.3 watersheds
1.21.0 - 1.21.6
735 Feb 24th at 5:52 AM watersheds_4.0.3.zip 1-click install

Various optimisations and fixes, particularly for long streams and saves with world heights below 256

4.0.2 watersheds
1.21.0 - 1.21.6
761 Feb 23rd at 1:13 AM watersheds_4.0.2.zip 1-click install

Fixes starting climates, if you were starting world in a slightly colder or warmer area than usual, this will fix it

Loosen version requirements

4.0.1 watersheds 296 Feb 22nd at 7:51 PM watersheds_4.0.1.zip 1-click install

Optimisations regarding stream maps

New modicon

4.0.0 watersheds 49 Feb 20th at 5:09 AM Empty watersheds_4.0.0.zip 1-click install

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

Zenomorph, 3 hours ago (modified 3 hours ago)

Don't have much to say other than, i love it a real feat of world gen and a great addition to most if not all modpacks and feels truly immersive Great job! Havent had any problems (yet)

Jerno, 5 hours ago

Extremely weird bug with the 1.22 version of this mod where the world just will not generate any terrain with it enabled. I have no idea why this is happening or what's causing it, it isnt causing any crashes so i dont have a log to give. 

saitama1, 13 hours ago (modified 13 hours ago)

so I've spent a couple days now trying to get this to work and now that I have, I have another problem, nothing is broken but the streams are sometimes very steep, so steep they're quite ugly looking (water looking more like chiseled steps than well...water) and most of the time impossible to sail a boat through as I want to be able to build inland and sail out to the ocean since I finally got the contintental landform mod working too so is there a way to sort of "smooth" out streams to make them flatter and less jagged when going up hills? on a different note am I correct to assume water above stream bed maximum would fill in the streams with more water as that sounds like it would fix atleast some of the issue esspecially with the sides of the river being quite far out compared to where the water is making the river itself look shallow/smaller, I also encountered one stream that lead into a small lake that was covered in single water source blocks on the surface giving it a very rough look and being terrible to sail through. if someone could let me know what combination of configs to change to be able to fill in the streams and flatten them out a bit more that'd be great these are what I'd like to fix if possible

Vrataf, 2 days ago

Thansk for fast update to rc10! 

Algernon , 2 days ago
@CaloMari: Thinking of using this in my new world whenever the update fully releases, but I want to know how bad the vanilla soil sideways instability really is with the rivers. I know the mod recommends getting that mod that dampens soil instability, so you can sti

If you don't mind some areas having dirt fall off the banks breaking the path of the stream, then its no biggie

I think dirt gravity makes more sense with Soil Must Fall personally though

CaloMari, 2 days ago

Thinking of using this in my new world whenever the update fully releases, but I want to know how bad the vanilla soil sideways instability really is with the rivers. I know the mod recommends getting that mod that dampens soil instability, so you can still have it in decreased severity, but I was curious if I could get away with just keeping it the vanilla version at all. 

FlayedCrusader, 3 days ago (modified 3 days ago)

Looks like its no longer working on rc9 when paired with Conquest. (Rivers no longer spawn in the world gen)

Algernon , 3 days ago (modified 3 days ago)
@Aristotel: I must be missing some step, but I downloaded the 1.21.6 version of this, downloaded the proper versions of recommended mods (except rivers, seamless rapids and hydrate), downloaded World of Fortune as a landform mod, then downloaded the preset for 256 wo

Type /watersheds

If it says command not found then its not enabled and you have to enable it in your mod list

If that doesn't work, message me on discord or email

Aristotel, 3 days ago

I must be missing some step, but I downloaded the 1.21.6 version of this, downloaded the proper versions of recommended mods (except rivers, seamless rapids and hydrate), downloaded World of Fortune as a landform mod, then downloaded the preset for 256 world height with oceans. I set the world gen settings upon world creation to those on the picture in Setup section.

My world is generated at usual speed (neither faster nor slower, though the mod description says it will slow it down) and I used creative mode to fly around and haven't noticed any features from this mod. Few mountains had a single block of water embedded in them creating a small stream, but I think that's vanilla behaviour? Sorry If I am being a noob, but it seems like I am not doing something correctly

MrJoeDennis, 4 days ago

My system ram goes from 16 gb with this mod disabled all the way to 29gb, with default config, is this normal? How do I keep ram down, it's causing frame stutters and freezes at some points.

Algernon , 4 days ago
@Polemos: A Suggestion about some planned features:to prevent Feature Creep of this mod, perhaps move the Beavers and the Roads into a seperate mod eachim really dam hyped about both though, cant wait for you to deliver them!also, is there a way to spread out the s

Yeah beavers doesn't look like its gonna happen, my mate who wanted to make beavers got bored

I'll leave the roads between ruins/storystructures to someone else who wants to do them now i've released the terrain sampler that makes it possible https://mods.vintagestory.at/algernonsterrainsampler

The sound is improved in the next version thats coming out soon

Polemos, 4 days ago

A Suggestion about some planned features:
to prevent Feature Creep of this mod, perhaps move the Beavers and the Roads into a seperate mod each
im really dam hyped about both though, cant wait for you to deliver them!

also, is there a way to spread out the sound of flowing water? as it stands now, it ramps up out of nowhere and imo thats not how rivers sound. imo they should be very quietly audible from far away, very slowly getting louder until it reaches full volume. it needs a very shallow ramp-up on the distance-to-volume curve.

MiraLeaps, 5 days ago

Hey-o, I found a bug I wanted to direct you towards in the 1.22 version: I was noticing that no fish were spawning in the rivers or watershed streams...it seems like VS changed the fish's class type and that needs to be updated. I wrote a quick-and-dirty patch for it to test and see if that was what was up after having a peek under the hood via ILspy, and sure enough fish were spawning in the streams as intended.

Also: Thank you very very much for this mod. It adds so much. I think I've said it before but if I haven't: this mod has given me so many "OH WOW" moments in the short time I've been using it. Lovely waterfalls, simply amazing forest brooks, and one of the coolest lakes I've ever seen because it was being fed into by these four streams branching off....plus if you can get it right and go down streams that spawn at the tops of mountains and go all the way down to rivers that feed into the sea....well, that's a fun rafting experience haha.

Just...bravo on this mod. Thank you for the work you put into it.

Algernon , 5 days ago

ManManGuy10 next update coming soon will have a better preset thing, right now just use 512 config for TP with 384 worldheight. TP isn't updated for 1.22 so that may be why its not working for you. TP on 1.2.1 works with watersheds, just make sure there are drains (oceans/lakes) for streams to go into

MrJoeDennis To make rapids more common lower the steepness threshold under "Rapids At Stream Edges" in the streamwater config

MrJoeDennis, 5 days ago

Seconding ManManGuy10's comment, also would like to know if there is a way to emulate currents like on Rivers, or make the rapids much more common

ManManGuy10, 5 days ago

Are there any preset configurations for Terra Pretty? I noticed the only presets on the config makers are for 512 height world gen. I dont see any streams when using those configs, wondering if im looking in the wrong spot, or if the configs for 512 world hieght wont work with Terra Pretty (384 Height).

ManManGuy10, 5 days ago

For anyone out there as stupid as I am, Rivers is only compatible with the 1.22 version of this mod. Found that one out the hard way. If you try and run an version of either mod simultaniously prior to 1.22, your world will generate with no terrain, only Th3Dungeon and Mineshaft mod structures. :P

Algernon , 5 days ago
@Kal_culated: Hey Algernon, where's your ko-fi? :P

I do it for the love of the game

You could instead donate by improving the default meandering configs or posting pics of cool worldgen and streams

Kal_culated, 5 days ago

Hey Algernon, where's your ko-fi? :P

Aneghost, 6 days ago (modified 6 days ago)

Adding this to my loadOrder changed my worldgen to a barren Marscape of granite, no grass or anything else. The water features work, so do animal spawns, but the entire globe's generation is barren and strange. Unlike other commentors, I have no memory leak / usage issues, just generation.

The only other terrain world generation mod I use aside from 'Terrain Slabs' is 'RiverGen' by Nyuhnyash, but 'Floral Zones' mods' are also present. Sadly, removing this mod is the only solution if I want survivable worlds. I'm playing on 1.21.6. Not sure any of this will be helpful. All the same, thanks for your work and I hope to use it one day!

Czezary, 5 days ago
@Czezary: World does not generate when on RC8

Weird. I just checked it again and now it works. I dont know what it was. Sorry for false alarm.

Algernon , 6 days ago
@Czezary: World does not generate when on RC8

New RC8 version coming out soon

Algernon , 6 days ago (modified 6 days ago)
@Czezary: World does not generate when on RC8

Works for me on rc8, could you send me your server-main.log on discord/email after you experience this? I'ld like to make sure watersheds is not responsible

Czezary, 6 days ago

World does not generate when on RC8 

gretar, 6 days ago

Think its safe to update my world to RC8 using the latest version of this mod?

_Emma, Apr 13th at 5:14 PM

I'm not sure what went wrong then. After i removed this mod only, my RAM usage behaved normally again.

Algernon , Apr 12th at 3:53 PM

_Emma You need to lower the max stream length, RAM usage is negligible at smaller max stream lengths. Everything is cached, so there are no memory leaks.

_Emma, Apr 12th at 11:18 AM

Really loved this mod, but i had to remove it from my game as it had a memory leak for me. My RAM usage just kept going up and eventually causing me to freeze ever 30 sec for 15-20 seconds.
It has been completely fixed now that i uninstalled this mod. I played on gameversion 1.21.6 with verson 4.0.13 for this mod. I used a config for a midrange CPU, and my CPU is mid- to highrange (Intel Core i7 12700K)

Really hope it gets looked at, because it's a very nice mod overall! <3

Wulff, Apr 8th at 10:49 PM

My first born Storm Weaver Dragon drowned in a creek near the homestead today and my buddy had to help me recover his body.

 

10/10 emotional rollercoaster.

Algernon , Apr 8th at 4:18 PM

MiraLeaps Very unlikely, I just place the reeds. I don't edit them at all.

Nyklone Runtime erosion would be awesome. Probably super hard to get right though

Nyklone, Apr 8th at 3:52 PM

So this is mainly world gen except for the groundwater feature? For a moment, I was dreaming of active erosion making my dug rivers look more natural one day

MiraLeaps, Apr 8th at 2:33 PM

Hey, is it at all possible that this mod is causing an issue with reed generation (cattails and such) to where they'd have null values in their variant definitions? I've been getting a crash and its either from worldgen stuff or vanilla itself and this is one of the only worldgen things I have (I've checked one alraedy and the other is Rivers)

HUNDIII, Apr 8th at 12:03 PM

So I tested alot myself and came to the conclusion that its just that a lot of worlds have majority granite layers on top. Didnt manage to figure out whats responsible tho

bintoss, Apr 8th at 7:00 AM (modified 2 days ago)

tl;dr Can't read; Tried using Rivers 4.7.5 + Watersheds 4.0.13 in VS1.21.6. Those versions (the latest for VS1.21.6) are incompatible.

 

I saw the announcement and was excited to use this with Rivers.
After a few days of troubleshooting a 400 mod modpack for VS 1.21.6, I discovered that Watershed 4.0.12/13 is incompatbile with Rivers 4.7.5. I was so caught up in trying new mods that I failed to read that Watershed 5+ (for VS1.22) is compatible with Rivers.
The incompatibility's result is "oops, no terrain". Structures from Th3Dungeon and Underground Mines still generate, but I wouldn't call that playable.

Wulff, Apr 8th at 1:56 AM

world generation works fine with this from what ive seen. we got  the full mix of rocks on our server running every since 1.22.rc4

Algernon , Apr 7th at 11:01 PM

HUNDIII Either using the wrong version of the mod or theres a conflict between mods that use genterra. When theres a genterra conflict the world turns to granite

HUNDIII, Apr 7th at 10:26 PM

It seems like I only get granite to generate in my worlds with this mod enabled, no peridote, basalt or andesite. The same issue happens when I enable Conquest Landform Overhaul or Rivers mod. I'm on RC7.
Maybe somebody else can confirm this? 

Algernon , Apr 7th at 9:17 PM

Narcosis Fixed in the new update. Accidentally let the wrong patch go through. Checked all the story structures and they're good, it was just lazaret that accidentally got screwed up.

Narcosis, Apr 7th at 7:41 PM

Algernon I found a peculiar issue running 1.22.0-rc.7 along with latest version of Watersheds (with the 256 height limit landform config on and recommended world settings), Plains and Valleys and Rivers mods. For some weird reason, Lazaret always spawns above the ground, entire structure floating in the air.

 

After testing every possible combination, I narrowed the problem to Watersheds causing this, as disabling it and running any other combination of mods spawns Lazaret properly in the ground. Any potential thoughts as to what might be causing this? Every other location spawns in correctly and pure vanilla rc-7 spawns seem to be correct as well. It might be a temporary problem stemming from classic pre-release issues but I'm letting you know, just in case.

The modlist is as follows:

Plains and Valleys (1.0.13)

Rivers (5.0.0)

Watersheds (5.0.1)

 

I love your work; tested the mod as of late and can't imagine playing without it anymore. Keep it up!

Algernon , Apr 4th at 10:25 AM

Sindanarmo For landcover-scale I like it at 100% for smaller oceans, if you like massive oceans go with a higher landcover-scale like his 300%-500%.

 

I recommend 70% landcover for fractal landscapes (I also use the continents mod personally), he recommends 50% landcover for island landscapes

If you want more land go with more landcover, if you want more ocean go with less landcover

Sindanarmo, Apr 4th at 8:30 AM (modified Apr 4th at 9:56 AM)

Algernon Sorry if this is stupid question but which version of configuration when creating world for your mod and Rivers I should use, yours or his? Because they are obv different. This is Rivers recomendation: "Oceans are required to generate rivers. 300-500% landcover scale and 50% landcover works good." Or could you maybe share how you configured it for both of them to work?

Algernon , Apr 4th at 3:59 AM

litesalt Should be fixed in the new 5.0.1. Upgrading from 4.1.3 to 5.0.1 works on my end.

Looks like my backwards compatibility with my old StreamWater block entities kicked in too late. So if you started on a stream, the game didn't know what it was and spammed errors until the server crashed from too many errors.

I previously stored that data in the stream water blocks, but moved it to the chunk instead a while ago because of that error spam

litesalt, Apr 3rd at 11:19 PM (modified Apr 3rd at 11:23 PM)

Algernon having a weird bug when updating from 4.1.3 to 5.0.0 - this gets posted to the server log, it kicked players and then when they relogged it threw them into the void (they were not in a body of water or a new chunk lol)

I didn't manage to get a ton of details from them on how it happened but once it happened twice I rolled it back to the prior version in case we ended up with corruption. (I had a backup from 3 hours ago but they finally got their forge going and I felt guilty making them re-do it) They played for about 1.5 hr before this started happening.

We're on 1.22.0 rc5 with a some other mods but updating this was the only thing that had changed recently.

Spoiler!
Algernon , Apr 3rd at 2:50 PM

Tegotia Yeah, if you got it to that point then its definitely due to the rivers config. Maybe its easier to load it from default and put in your most important settings one by one.

Also let me know if you get some good rivers settings. Haven't touched them yet but i'll need some good ones for my next playthrough

Tegotia, Apr 3rd at 2:26 PM

For reference, this is what it looks like with everything the same but Watersheds disabled. Clearly some slightly funky generation so I need to tune my settings, but the river at least is there:

 

https://imgur.com/Cn8QLpp 

 

I'll try to mess around with my settings and modlist more later to see if I can isolate some specific interaction.

Tegotia, Apr 3rd at 2:19 PM

Not using Terra Prety, I'm on 1.22.0-rc.6 and do have v5.0.0 of Rivers installed

Algernon , Apr 3rd at 2:10 PM (modified Apr 3rd at 2:16 PM)

Tegotia Are you using Terra Prety?

Actually more likely you're using the wrong version of rivers, i'm using version 5.0.0 of this: https://mods.vintagestory.at/rivers#tab-files

 

Tegotia, Apr 3rd at 1:56 PM (modified Apr 3rd at 1:57 PM)

It's possible it's just some settings or other mod interaction, but it looks like there's some kind of conflict with the Rivers generation & some of the terrain modification done by Watersheds. I did disable the Coastal Terrain setting but it still seems to be "filling in" the rivers:

 

https://imgur.com/x1a7gC8

https://imgur.com/wZHsRm6

 

I'm running the simple stream preset with the stream length slightly reduced and the coastal terrain disabled, and I have a somewhat custom Rivers config and am using your 512 Landform at 448 world height.

Tegotia, Apr 3rd at 1:28 PM

Awesome! I'm definitely gonna check that out.

Algernon , Apr 3rd at 1:25 PM

Tegotia They're fully integrated, not just compatible. So my streams flow into his rivers

Tegotia, Apr 3rd at 1:22 PM (modified Apr 3rd at 1:28 PM)

Is the newly added Rivers support purely for issue prevention or does Watersheds target rivers as a place the streams can flow into now?

Algernon , Apr 3rd at 7:39 AM

Retsof Hahaha i've been linked this quite a few times. My watershed model actually has the first/foundational steps for this erosion done already, so i've been thinking about trying it out

Retsof, Apr 3rd at 4:26 AM

Hey Algernon, I saw this terrian generation/erosion algorithm and thought it might be right up your alley.

Algernon , Apr 2nd at 10:08 AM

Kaczka98 Anywhere in stream blocks it should work. Full power comes from rapid blocks so you should try there. The power on normal stream blocks gets stronger as the stream gets wider

Kaczka98, Apr 2nd at 8:21 AM

how does waterwheels work with the streams? i built one in 2 locations and it does not count, i tried to find the spots that go mostly in the side direction belowe it but to no awail. i will test more on creative bc of resource recovery on survival but rn i dont fell they are usable enough to bother with in survival

 

Algernon , Mar 31st at 5:34 AM

_Simon Just my 512 world height landforms for the screenshots (modpage & config site), but really you could use any landforms that aren't vanilla and get good results. The closest alternative would be Terra Prety which is for 384 world height.

_Simon, Mar 31st at 4:14 AM

Algernon Super excited to use this in my new 1.22 save, it seems like a lot of care has been put into this mod. I'm setting up my modlist now, and i'm wondering, do any of the Stream Types screenshots use world gen mods? I'm planning on using your 512 landforms mod together with this but i'm a bit concerned about performance in a world with double the height, and the terrain in those screenshots looks pretty good to me as well, so, if that's vanilla world gen, i'm considering just using vanilla world gen.

Apotheotic_Crow, Mar 29th at 7:54 PM (modified Mar 29th at 7:55 PM)

It seems the rivers start out with pretty whack generation, is this known about? Or is this just a freak accident that happened on my world specifically? I do have a couple worldgen mods, I can list them if you want.

image

DUCATISLO, Mar 29th at 6:15 PM

nice mod as a river bandage till we get the offical stuff tbh

Algernon , Mar 27th at 4:56 AM

SionnachAlainn Up the "Chunk Roughness Threshold" under Terrain Analysis. That makes it so they can path up rougher terrain, which is usually around mountains and large hills.

That does mean that you may see more streams that get busted up by rough terrain though

SionnachAlainn, Mar 27th at 3:53 AM

is there a way to get the river generation start points (thin tails) to start in higher elevation, or have a preferance for landforms like large hills and mountains?

Algernon , Mar 26th at 10:56 PM

SionnachAlainn Terra Prety isn't updated to 1.22, theres some wgen changes that interfere with it's landform and coastline code, so use another landform mod on 1.22 until they fix it

Yamahi 512 good cpu preset. If you have time edit the max stream length to 21+, if it takes too long to generate, lower it by 3 and check again

Yamahi, Mar 26th at 4:02 PM

Algernon what preset would you recc for terrapretty 384world height to get the longest stream availble?

looked at the options on github presets and cant seem to see anything connected to world height, so what setting would you reccommend? 

SionnachAlainn, Mar 26th at 3:42 PM

Algernon Newest unstable update, and newest version of the mod. I Did some messing around and it seemed like it was terra prety interacting weirdly?

Algernon , Mar 25th at 11:55 PM

Ryumachinae Watersheds not does change wild crops at all. You might be playing on a world with a tall coastal erosion height and not many oceans, so you're playing on a higher elevation where there is less crops

Ryumachinae, Mar 25th at 4:51 PM (modified Mar 25th at 4:51 PM)

Ok just confirmed it WAS watersheds, i was on 4.1.8, did this get fixed?

Ryumachinae, Mar 25th at 4:28 PM

Does this mod change the distribution of wild crop plants? im finding nothing so far

Algernon , Mar 25th at 3:15 AM

SionnachAlainn What version of the mod and the game are you using? Make sure the rivers mod isn't enabled, that is incompatible with watersheds currently

SionnachAlainn, Mar 25th at 1:24 AM

All of my rivers are generating as granite instead of what I assume is meant to be rapid water. 

Algernon , Mar 24th at 11:41 PM

Big_Juice That's very true, my groundwater map/placement logic is just the terrain slopes moving the rainfall around atm, and deserts have less rainfall than rainforests for example
You should still find groundwater at the bases of hills or indentations in deserts though

Big_Juice, Mar 24th at 9:54 PM

Algernon Thanks. But, shouldn't deserts have groundwater? They do IRL, that's where oases come from, and desert towns often pump water from deep aquifers.

Algernon , Mar 24th at 9:42 PM

Big_Juice where it's not desert and the terrain is sloped towards that area
Try the bottoms of mountains and hills, and indentations in the terrain

Big_Juice, Mar 24th at 9:21 PM

How do I know what areas have groundwater? I've checked low-lying areas but they all seem dry. Is groundwater affected by global precipitation or temperature settings?

M4sonnn, Mar 24th at 4:39 AM

Algernon I no longer need the issue fixed, but thanks so much for the reply!:)

Algernon , Mar 24th at 12:52 AM (modified Mar 24th at 12:56 AM)

iodide Watersheds streams are short and boring by default, you'll need to use a preset here https://algernon733.github.io/WatershedsConfig/

You can't change the max stream length mid playthrough sadly, you could change the stream width though

iodide, Mar 24th at 12:28 AM (modified Mar 24th at 12:28 AM)

Hello, I was able to run this in my version but not until after a few hours of playthrough realized that my worldgen really isnt making for all that long or wide of rivers. Mines producing really short rivers and I don't know why. So, my question is, Im not sure if I want to start a new world just yet and lose progress. I know installing on existing world can lead to issues, but is there any configuration changes I can do to my current save to improve the rivers generation? Here's my settings. Based on reading through instructions and other guides I also have the following mods installed:

 

  • Continental World
  • Terrain Slabs
  • Terra Prety

 

(World Height is 384)

Algernon , Mar 23rd at 11:26 PM

M4sonnn Conquest landforms are compatible, check my reply on the conquest landforms page to fix your issue

M4sonnn, Mar 22nd at 11:48 PM

broken with conquest landforms in rc4

Pyxel, Mar 19th at 8:05 PM

Another bug unique to my weirdly configured machine *sigh*

Algernon , Mar 19th at 7:59 PM

Pyxel That's weird, it works for me. Brings me to all the landform mod suggestions

Pyxel, Mar 19th at 7:42 PM

Typo/formatting: your link under Setup: "2. Use a landforms mod." links to the top of this page for me, not a #landforms section.

Algernon , Mar 18th at 10:06 PM

pngwn Those errors are secondary errors after your real issue has happened. Could you reproduce your worldgen issue and send me your server-main.log file on discord? https://discord.gg/WZBgePPwvN

pngwn, Mar 18th at 10:42 AM (modified Mar 20th at 2:06 AM)

Algernon Hello! I am not able to finish generating worlds (using v4.1.8 on vs 1.22.0-rc.3) due to this error:

Crash Report
18.3.2026 06:29:00 [Fatal] Caught unhandled exception in thread 'chunkdbthread'. Shutting down server.
18.3.2026 06:29:00 [Error] Exception: Object reference not set to an instance of an object.
   at Watersheds.Patches.NoiseLandformsThreadSafetyPatch.Prefix(NoiseBase __instance, Int32 xpos, Int32 zpos, Int32 temp, Int32 rain, Int32& __result)
   at Vintagestory.ServerMods.NoiseLandforms.GetParentLandformIndexAt_Patch3(NoiseLandforms this, Int32 xpos, Int32 zpos, Int32 temp, Int32 rain)
   at Vintagestory.ServerMods.NoiseLandforms.GetLandformIndexAt(Int32 unscaledXpos, Int32 unscaledZpos, Int32 temp, Int32 rain) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\0.GenMaps\NoiseLandform.cs:line 106
   at Vintagestory.ServerMods.MapLayerLandforms.GenLayer(Int32 xCoord, Int32 zCoord, Int32 sizeX, Int32 sizeZ) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\0.GenMaps\MapLayer\MapLayerLandforms.cs:line 58
   at Vintagestory.ServerMods.GenMaps.OnMapRegionGen(IMapRegion mapRegion, Int32 regionX, Int32 regionZ, ITreeAttribute chunkGenParams) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\0.GenMaps\GenMaps.cs:line 395
   at Vintagestory.Server.ServerSystemSupplyChunks.CreateMapRegion(Int32 regionX, Int32 regionZ, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1270
   at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapRegion(Int32 chunkX, Int32 chunkZ, ITreeAttribute chunkGenParams, Boolean updateEarlierVersion) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1243
   at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapRegionEnsureNeighbours(Int32 chunkX, Int32 chunkZ, ITreeAttribute chunkGenParams, Boolean updateEarlierVersion) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1174
   at Vintagestory.Server.ServerSystemSupplyChunks.GetOrCreateMapChunk(ChunkColumnLoadRequest chunkRequest, Boolean forceCreate) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1326
   at Vintagestory.Server.ServerSystemSupplyChunks.loadOrGenerateChunkColumn_OnChunkThread(ChunkColumnLoadRequest chunkRequest, Int32 stage) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 784
   at Vintagestory.Server.ServerSystemSupplyChunks.tryLoadOrGenerateChunkColumnsInQueue() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 710
   at Vintagestory.Server.ServerSystemSupplyChunks.OnSeparateThreadTick() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 535
   at Vintagestory.Server.ServerThread.Update() in VintagestoryLib\Server\ServerThread.cs:line 125
   at Vintagestory.Server.ServerThread.Process() in VintagestoryLib\Server\ServerThread.cs:line 55

And this is the error shown in server-worldgen.log:

Crash Report
18.3.2026 06:29:00 [Worldgen] An error was thrown in pass Terrain when generating chunk column X=1598,Z=1602 in world 'Awesome Adventure Valley' with seed 550521608
Exception System.NullReferenceException: Object reference not set to an instance of an object.
   at Watersheds.Config.WatershedsConfigAccess.get_ENABLE_COASTAL_MAP_EFFECT()
   at Watersheds.Patches.GenBlockLayersOnChunkColumnGenerationReplacementPatch.OnChunkColumnGenerationCopy(GenBlockLayers instance, IChunkColumnGenerateRequest request)
   at Watersheds.Patches.GenBlockLayersOnChunkColumnGenerationReplacementPatch.Prefix(GenBlockLayers __instance, IChunkColumnGenerateRequest request)
   at Vintagestory.ServerMods.GenBlockLayers.OnChunkColumnGeneration_Patch3(GenBlockLayers this, IChunkColumnGenerateRequest request)
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1976

Here are the mods I currently have enabled:

driedpeat, manualdough, monsternuggetdrops, prospecttogether, dryness,
shelfobsessed, stickisolation, vsimgui, zoombuttonreborn, adaptivegraphics,
egocaribautomapmarkers, betterruins, bloodtrail, butchering, carryon,
commonlib, configlib, durablebetterprospecting, easybuilding, extrainfo,
farseer, fastknapping, firepitsshowfuel, fromgoldencombs, handbookdeclutterer,
hudclockpatch, hydrateordiedrate, immersivewoodchopping, immersivewoodsawing,
improvedhandbookrecipes, insanitylib, jaunt, novelty, placeonslabs,
realsmoke, rebuildablebloomery, rockchisel, smithingplus, speedboat,
stickydirt, toolsmith, vsatlas_resized, vsroofing, watersheds, terrainslabs,
wearandtear, zrustdrops
Algernon , Mar 17th at 8:42 PM

JasonFinch Are you seeing the normal ruins spawn from better ruins? I'm not familiar with how ruin spawning works, but i'm assuming if the usual BR ones are spawning the large ones will spawn as well. My first guess is that they require flat enough ground to spawn, so maybe ensure your landforms mod has some flat terrain for them to spawn in. Easy way to check would be to up the BR spawnrate to max in the BR yaml config 

JasonFinch, Mar 17th at 5:05 AM

Algernon 1.21.6.
maybe upheval of 30% is too high or something? i have landform cover at 50% and scale at 300%, so they SHOULD be generating, but not a single large castle ruin found in ~4-5 worlds.

Algernon , Mar 17th at 12:26 AM (modified Mar 20th at 11:02 PM)

JasonFinch Last time I checked in 1.22rc better ruins has some issues with spawning ruins (not story locations), so if you're on 1.22 that could be the reason. They're spawning correctly in 1.21 for me and others

*edit: betterruins and watersheds is working fine on 1.22

JasonFinch, Mar 16th at 11:05 PM

been noticing in my world, that the large Better Ruins structures like Jumblerock arn't generating? i would think it would be related to this mod most likely.

Algernon , Mar 16th at 10:16 PM

Chowbox Appreciated, it was a lot of fun to make

East Check your mod folder in %appdata%/roaming/vintagestorydata/mods as well as in the root mods folder, you may have the rivers mod in there. If that doesn't work send me your server-main.log on discord and i'll take a look

Chowbox, Mar 16th at 8:38 PM

Genuinely beautiful mod. Paired with Terra Pretty, this is the best world generation I've found across any block game. Perfectly generated waterfalls cascade down mountain cliffs with snowy peaks behind it, truly what I'm looking for. Thanks for your contribution to the community!

East, Mar 16th at 7:43 PM (modified Mar 16th at 7:44 PM)

Algernon I have completely uninstalled and reinstalled the latest version of the mod, and i am still running into this issue. i have deleted the rivers mod from my computer, so it can't be that. i've now also ran the newest version by itself and i'm still running into this issue. i'm running version 4.1.8 of the mod, and i am using the latest unstable version of vintage story. what's weird is that in the mod manager, it says "This mod requires game version 1.22.0-rc.2, but you are on 1.22.0-rc.2. It might not load properly." but i'm confused, because aren't they the same version? am i blind? am i still doing something wrong? i loved using this mod a few days ago and now i don't want to go back.
thank you for your help.

Rikaiu, Mar 16th at 3:20 PM

Cakess you put it into your config folder, not the mod one

Algernon , Mar 16th at 3:20 PM

East You're using the wrong version of the mod or have the rivers mod active. 4.0.10 is for VS 1.21 and 4.1.18 is for VS 1.22

Cakess image 

East, Mar 16th at 2:45 PM (modified Mar 16th at 3:05 PM)

i don't know if i'm messing something up, but when playing with the recommended mods of continental world, terrain slabs, and waterfall, granite starts appearing everywhere, as if granite rock were replacing other blocks. i've tested those mods without watersheds active and the issue only arose when watersheds was enabled, i even tested with only watersheds active and the issue was still present. is there a setting i could change to fix it? i was playing on the recommended world gen settings as well if that helps.

Edit: i've now found a biome completely replaced by granite, with only watersheds active, even though the map shows a shale and sandstone desert. 

M4sonnn, Mar 16th at 9:29 AM

Algernon thanks, that seemed to work! appreciate ya takin the time.

Cakess, Mar 16th at 8:46 AM

What do I do with the file I downloaded from the Config Editor? It gave me a preset, I stuck it in my mods  folder but it can't recognize the file.

Algernon , Mar 15th at 7:17 PM

DarkThoughts

Animal spawns fixed in new update, no orcas dolphins in streams

Algernon , Mar 15th at 3:58 PM (modified Mar 15th at 4:01 PM)

M4sonnn Increase the drain fade radius under Stream Mapping to get rid of those strips on the stream mouth. If the drain fade radius is too large, some streams get cut off before they reach the coast, if it's too small, they cut those strips into the underwater coast.

With mods like Terra Prety it's more touchy because the coasts are shallower and less defined than vanilla's sudden deep oceans.

image

M4sonnn, Mar 15th at 2:37 AM

@Algernon all that seemed to do was make the bed wider, but I'm moreso having a problem with the length. it narrows out very slowly, creating these long, carved-in strips that run longer than the river even goes. is there a setting or two I can adjust to trim that end bit off and keep the rest?

Algernon , Mar 15th at 12:18 AM (modified Mar 15th at 12:21 AM)

M4sonnn You can change this config under Stream Dimensions to get wider sources

image

 

Increase WaterAboveStreamBedMaximum to 20 to fix the water flowing into the center, i'm going to make this default next update. You can /wgen regen the parts where it does this to fix it after you've changed that config

M4sonnn, Mar 14th at 11:53 PM

does anyone have any recommended settings they use to sorta nip the ends off where the riverbed dries out and it continues to carve into the ground? I think they look great by default up until then, but I'm not sure if the bank can be smoothed out more or wtv.

theres also a smaller problem I'm having where the rivers don't fill in fully and it sorta flows into the center of itself. not sure if this can be fixed but any guidance is appreciated:)

LokiikoL, Mar 14th at 7:00 PM

Having the same issue, ocean creatures spawning in my rivers. Seeing a lot of tropical fish. Any ideas how to fix?

 

DarkThoughts, Mar 14th at 4:46 PM

Interesting news. I'm so torn right now because of the ocean creatures spawning & generation issues with this one, and the rivers / rivergen mods adding like 3 whole minutes to the world load.

Algernon , Mar 13th at 10:58 AM

concrete_car Two different modders are making new large scale river mods and planning to make them compatible with mine, so if you see a new river mod come out check if it's compatible

concrete_car, Mar 13th at 4:04 AM

" Future Features: Compatibility for my streams with another mod's very large-scale flat rivers. So that my height-based streams can drain into them, forming tributaries in massive river systems. "

I think I love you

Algernon , Mar 13th at 12:20 AM

MdnghtEther Lower the max stream length, or run it on a dedicated server. The RAM and CPU requirements scale exponentially with the max stream length. The default settings doesn't use much RAM at all

MdnghtEther, Mar 12th at 7:56 PM

My RAM seems to be having a severe allergic reaction to this mod. Any suggestions on how to reduce its memory usage?

Algernon , Mar 12th at 9:19 AM

Voidwalker Appreciate it mate

Voidwalker, Mar 11th at 9:43 PM

Hey just Tried out your mod and It honestly is Exactly what I was looking for in terms of River/stream/waterfall generation. I've only been using it for a few hours but its already changed how I play as I now use rafts/canoes to explore much more. Love the mod!

Algernon , Mar 10th at 11:25 PM

NastyFlytrap No idea what they're gonna do with rivers, so I can only really decide after I see it. But most likely i'll just use their stuff to make my stuff better

NastyFlytrap, Mar 10th at 5:05 PM

This is really fucking cool. Once rivers are supported by the game officially, will this mod keep existing?

Algernon , Mar 10th at 4:03 PM

Retsof Yeah I could do that. Tiny streams that can go anywhere, and even super long streams if I could somehow generate super long terrain slopes. It would be a lot of effort though, so i'll see what happens with vanilla rivers and what the other river devs are doing before I decide to expand watersheds to that.

Retsof, Mar 10th at 3:19 PM (modified Mar 10th at 3:20 PM)

@Algernon I've seen in the configs that you have big and small streams that sample 1 chunk and 2x2 chunk resolution respectively (if I'm understanding it right).  what if you added more steps?  had "tiny" streams that sample at even higher resolution and rivers that sample even lower resolution.  maybe run the biggest passes first so that the smaller ones run into them?

Algernon , Mar 10th at 2:06 PM

SlateSlavens The streams can miss out on a lot of good spots because the resolution of their pathing&sampling is too low. With higher resolution, they can catch those good spots like small valleys and path up them, but the performance requirement is higher, so we would have to shorten them.
What we have right now is a balance between max length and good pathing.

SlateSlavens, Mar 10th at 4:01 AM (modified Mar 10th at 4:06 AM)

I'm gonna have to beg to differ with you Algernon as a matter of taste. So far what I've seen of your terrain gen I like far better than TP. When I first went looking for alternate terrain gen I was specifically looking for one that made more realistic terrain and didn't leave half of the world or more untraversable without either professional-grade rock climbing gear or the Channel Tunnel boring machine. 

So far, I'm having a little trouble getting results like you have above on the world seed I'd like to use, but I like it so far. I haven't been able to get any streams to spawn in the valley around Spawn. I suspect it's more of a matter of changes in 1.22 than the mod.  If you'd like to have a look and give advice, the world is as follows:

Mods:

Spoiler!

Algernons Watershed 4.1.7

Watershed Landforms 2.1.1

Conquest Blocklayer Overhaul 1.0.2

Place on Slabs 1.0.4.-pre.1

Terrain Slabs 1.0.12-pre.1

Waterfall 1.0.0Block Overlay 4.9.0

BloodTrail 1.2.0

Footprints 1.2.0

 

Seed: 1320124834

 

WorldConfiguration (just after 'WorldType' in serverconfig.json):

Spoiler
"WorldConfiguration": {
"gameMode": "survival",
"playerlives": "-1",
"startingClimate": "temperate",
"spawnRadius": "50",
"graceTimer": "30",
"deathPunishment": "keep",
"droppedItemsTimer": "600",
"seasons": "enabled",
"daysPerMonth": "30",
"harshWinters": "true",
"blockGravity": "sandgravel",
"caveIns": "off",
"allowFallingBlocks": true,
"allowFireSpread": true,
"lightningFires": false,
"allowUndergroundFarming": false,
"noLiquidSourceTransport": false,
"playerHealthPoints": "15",
"playerHealthRegenSpeed": "1",
"playerHungerSpeed": "0.5",
"lungCapacity": "40000",
"bodyTemperatureResistance": "0",
"playerMoveSpeed": "1.5",
"creatureHostility": "aggressive",
"creatureStrength": "1",
"creatureSwimSpeed": "2",
"foodSpoilSpeed": "0.5",
"saplingGrowthRate": "4",
"toolDurability": "1.5",
"toolMiningSpeed": "1.5",
"propickNodeSearchRadius": "6",
"microblockChiseling": "all",
"allowCoordinateHud": true,
"allowMap": true,
"colorAccurateWorldmap": true,
"loreContent": true,
"clutterObtainable": "yes",
"temporalStability": true,
"temporalStorms": "sometimes",
"tempstormDurationMul": "1",
"temporalRifts": "visible",
"temporalGearRespawnUses": "20",
"temporalStormSleeping": "0",
"worldClimate": "realistic",
"landcover": "0.85",
"oceanscale": "5",
"upheavelCommonness": "0",
"geologicActivity": "0.2",
"landformScale": "8",
"worldWidth": "256000",
"worldLength": "256000",
"worldEdge": "traversable",
"polarEquatorDistance": "100000",
"storyStructuresDistScaling": "2",
"globalTemperature": "1",
"globalPrecipitation": "1",
"globalForestation": "0",
"globalDepositSpawnRate": "2",
"surfaceCopperDeposits": "0.5",
"surfaceTinDeposits": "0.03",
"snowAccum": "true",
"allowLandClaiming": false,
"classExclusiveRecipes": false,
"auctionHouse": true,
"playstyle": "surviveandbuild",
"worldHeight": 512
},


I'm using the serverconfig to generate the worlds ATM because when I copy the settings to generate a new world I'm getting a Landocover Scale of 0. Yeah, I'm probably doing it wrong. :D

Algernon , Mar 9th at 12:42 PM

Gwerkcules These pics are all just watersheds with my companion landforms mod, with the settings in setup.

It can look even better though. Try the recommended mods and a shader mod.
Terra Prety is also a good pick instead of my landforms mod. I recommend trying my landforms, then trying TP and seeing what you like best

Gwerkcules, Mar 9th at 12:28 PM

You sir... Jesus, I don't even know how to thank you. This mod is incredible. Thank you so much for your hard work. Now the terrain gen in your pictures. Is that all from your mod or do you have something else like plains & valleys or some other world gen settings different from vanila? Would be greatful if you could share.

Algernon , Mar 9th at 10:28 AM

1.22.0-rc.1 version is out

Tharavad, Mar 8th at 7:35 PM (modified Mar 8th at 7:36 PM)

Amazing work, I love how this makes streams in flat, marshy areas look especially realistic. Its a shame that the length and frequency of generation seem to be so computationally expensive, but its nice to see some diversity in approaches/tradeoffs. 

Algernon , Mar 8th at 11:39 AM (modified Mar 8th at 11:39 AM)

Ingvard12 Those are valid preferences, the rivers mod will definitely work better for you than my streams.
Some wgen modders are making river mods and are collaborating with me to get my height-based streams flowing into their long, large-scale rivers. If you see one of these mods release you may want to revisit watersheds again and see if they're compatible.

Ingvard12, Mar 8th at 10:13 AM

Hello! I've been testing this mod for a while and I like the river generation. It's much more realistic and beautiful than the Rivers mod. I really like the winding rivers; they look much more realistic. However, there are a couple of issues that prevented me from switching to this mod. First, the rivers are too short, and setting the river length to 50 causes the game to crash. Second, for me, long enough rivers generate too rarely. I was able to set the maximum length to 45, but rivers of that length were generated too rarely. Third, with rivers that long, chunk loading takes too long and is accompanied by periodic stutters that are quite long and frequent.
Considering all of the above, I've decided to stick with Rivers for now. The rivers aren't as pretty and even a little out of place, and they generate a bit too frequently, but they're longer and the game runs more reliably.
I'd like to have rivers in my world that can cross continents like in Rivers, but shaped like Watersheds.

FirotheMighty, Mar 6th at 8:23 PM

Algernon understandable, thanks for your hard work!

Aljistar, Mar 6th at 8:12 PM

have not tried the mod yet, it deletes all soil atm with pre5.  do you think its possible to make the start of rivers new rapids water then transision somehow to normal water? or use rapids for the whole thing?

Algernon , Mar 6th at 2:11 AM

FirotheMighty It's not compatible with pre.4, i'm going to wait a patch or so, don't want to fix it every update

FirotheMighty, Mar 5th at 3:16 PM

For some reason last version of the mod turns entire surface into granite on a new world while being used on v1.22.0-pre.4. The issue only appeared in this update and wasn't there in pre.3.

Algernon , Mar 5th at 1:17 PM

CipherPilgrim Either works

CipherPilgrim, Mar 5th at 3:39 AM

When using this iwth Terra Prety, do you recommend your default world gen settings over theirs?

TheAngryFriend, Mar 4th at 4:38 PM

I love the look of thhe streams in this mod, I just wish they could generate to be as long as rivers in the "rivers" mod.

Algernon , Mar 4th at 2:23 AM

qwidgibo Appreciated, glad you're enjoying it
Skabbit The watersheds 1.22 pre-3 isn't compatible with VS pre-4 yet, i'll likely wait another prerelease before updating
Blaiyze Thanks mate
VoxStorm Could you please DM me on discord or email with your modlist and full server-main.log after you try this?
Sidfu Yeah I might have to adjust the default configs on that
Argent Let me know how you get on

Argent, Mar 3rd at 10:34 PM

Algernon
Thanks for the response.

So far, when I've kept it at 60/500, I wind up with a bunch of islands, but you are correct in that 60/400 leaves me some pretty huge stretches of land with few significant bodies of water.
I'll try a few settings.

Sidfu, Mar 3rd at 10:19 PM

just fyi the sound for the rivers isnt scaling with distance from what i can tell. so beign 1 blcok away or 20 is same volume also the sound travels to far. for some i was getting river sounds up to around  30 blocks away from the river.

VoxStorm, Mar 3rd at 9:27 PM

Went to regen a chunk and it resets to ocean no matter where I am in the world 

ParallelPenguins, Mar 3rd at 8:23 PM

Ok I think it was the Heartwood mods. It's working now, even with the world gen settings a little off from the best ones shown in the description. (I like more ocean in my worlds.) 

Blaiyze, Mar 3rd at 6:34 PM

I just wanted to say, thank you for this mod! It truly makes the worlds even more beautiful and pleasant to explore. Especially the collection/gathering of trees, bushes, etc along stretches of river.

Skabbit, Mar 3rd at 4:04 PM

1.22.0 (pre-4) Using this mod makes the entire world a barren stone hellscape dotted with traders and ruins.
eh whaddyagonnado?
Love the mod and have played with it extensively hoping it gets a patch soon!

qwidgibo, Mar 3rd at 7:09 AM

Wow I am lucky I happened across this mod on the trending page it needs to be way more popular. Highly recommend using this mod alongside terraprety to anyone into the exploration side of the game and beautiful worldgen. Comparing it to the rivers mod, it's night and day. I still love the rivers mod but watershed's rivers and creeks feel way more 'careful' with the river placement and contextual with the terrain than the giant rivers than the rivers mod just sort of... plops down everywhere. Exploration becomes alot of fun as you can come across some seriously beautiful and unique water features, hidden waterfalls, winding creeks, larger rivers, etc. Tbh it's kind of a curse because instead of actually playing the game, I've just been flying around in creative looking for the coolest generation I can find. 

Anyone looking to just plug and play alongside terraprety like me- just use all of the recommended worldgen settings on this page with terraprety's 384 worldheight, and go to the watersheds config page and use the 256 preset (you could use the bigger ones too but this works well on my steamdeck).

Algernon , Mar 3rd at 5:36 AM

Jadesy Terra Prety does not have a 1.22 version yet. The water streams in your image are 1.22's new rapids/rivulets, I think the VS devs are going to do some more work on them for 1.22

Argent It doesn't quite make lots of small inland seas, rather it makes the terrain more fractal-like and broken up. If you keep it at 500% I think you'll find massive oceans and massive landmasses, with not many drains for streams unless you have enough lake landforms. Theres no issue with trying different settings though, I just recommend the more chaotic and numerous oceans so you get more area for streams to drain to.

FarmerBrown The art came from https://ko-fi.com/juneisal. Highly recommend this artist

MagicMoose Any preset will work. The difference between the 256 and 512 presets is the inland lift, so if you like lots of inland lift, pick the 512 preset or just adjust it yourself.

 
MagicMoose, Mar 3rd at 3:13 AM

can you make a suggested config for Terra Pretty? For 384 world height?

FarmerBrown, Mar 2nd at 11:40 PM

who made the art for the thumb nail?

Argent, Mar 2nd at 7:41 PM

I think I may add this when I create a new world for 1.22 stable, but I had a question.
You recommend 70 percent "Landcover," with 100 percent "Landcover Scale," to create lots of small inland seas.

However, 1.22 focuses on expanding aquatics (among other things), which might contra-indicate smaller bodies of water.
Additionally, smaller seas substantially reduces the utility of sailboats -- right now, I play with 70/100, as suggested, and I can cross the seas pretty easily with the vanilla raft.

 

So, it looks as if you've addressed an issue with longer streams, so I'd like to ask:
If I used 60/400 -- to create large continents separated by sizeable oceans that make sailing worthwhile, would that hose up this mod?

Given some of the other stuff I've read in the documentation, I don't think that it would, but thought I'd ask.
I also checked out the 300 percent "Landform Scale" and I think I like that.


I do use Plains & Valleys, now, to smooth out terrain generation, so I already follow that recommendation.

I've got a nice world now that I'd like to keep playing until 1.22 stable releases, so I didn't want to risk it by messing with the settings and throwing in a new mod, just to experiment.

Would you anticipate issues with 60/400/300?

Thanks!

Jadesy, Mar 2nd at 5:00 PM (modified Mar 2nd at 5:01 PM)

A 1.22.0-pre.3 server runs clean with Watershed 4.1.4 and Plains and Valleys 1.0.13. Kudos ... this looks like a challenging chunk of work you've accomplished.

Suggestion for Watershed:
There are waterfalls in this world, which is nice.
However, 1) They stay just 1 block wide all the way down the mountain. There is no waterspread that we'd see like, say, in Minecraft. So, they seem a bit uncanny / unrealistic.
Also, 2) Most of these waterfalls do not have a water source block at the end of the stream. This takes away from some of the potential realism, too, especially when the waterfall(ish) stream ends in a depression (hole).

Here is an image of what I'm referring to with comment (2) above: There are 3 streams emptying into this depression but no water source blocks appear. I would think that, for realism's sake, this depression would have water source blocks that filled (at least) the area circled in red.
https://imgur.com/a/8Kjo3a1

Jadesy, Mar 2nd at 4:01 PM

Terra Prety may be compatible but Terra Prety doesn't work on 1.22.0-pre.3 ... the number of server errors Terra Prety throws is huge and mostly because it is looking for .dll files. 
that don't exist in 1.22. I would not mention in conjunction with your mod or, at least, put a huge caveat in the mention. 

Crash Report
2.3.2026 09:56:45 [Server Error] [terraprety] Exception thrown when attempting to retrieve all types of the assembly SmoothCoastlines, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Will ignore asssembly. Loader exceptions:
2.3.2026 09:56:45 [Server Error] [terraprety] Exception: Unable to load one or more of the requested types.
Could not load type 'Vintagestory.ServerMods.NoiseBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
Could not load type 'Vintagestory.ServerMods.MapLayerBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
Could not load type 'Vintagestory.ServerMods.NoiseBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
Could not load type 'Vintagestory.ServerMods.MapLayerBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
Could not load type 'Vintagestory.ServerMods.NoiseBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.RuntimeModule.GetDefinedTypes()
at System.Reflection.RuntimeModule.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
2.3.2026 09:56:45 [Server Error] [terraprety] Exception: Could not load type 'Vintagestory.ServerMods.NoiseBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
Algernon , Mar 2nd at 8:35 AM

Zeronar Someone told me you can mix them, but i'm not sure if thats true or not. I would pick Terra Prety at world height 384, but my landforms should work better at 512 world height.

Zeronar, Mar 2nd at 8:23 AM

For Terra prety. Should I use it alone or can it be used along your 512 landform mod?

And what's the main difference :D

Algernon , Mar 2nd at 6:49 AM

ParallelPenguins Try with just a landform mod and watersheds if you want to test it out on 1.22

ParallelPenguins, Mar 2nd at 4:14 AM

This seems like such an awesome mod, but I can't get it to make the streams and what not. I've followed all the instructions, but no joy. I am on Pre 3 though so maybe it's some interaction between that and this mod or maybe with another mod. I can wait for the full release of 1.22 though, maybe it will work then.

Algernon , Mar 2nd at 1:27 AM

Joblerone That's probably because of the differences between the normal terrain code I edit and superflat's terrain code. I don't see a reason to fix watersheds on superflat worlds though

Joblerone, Mar 2nd at 12:41 AM

This mod caused a thread hanging issue wherein an asynch process would begin, fail to initialize, and then crash the entire game while attempting to launch a superflat world. While it originally let me create the superflat world, generating new chunks in that world caused this crash to begin, and subsequent attempts to gen a superflat world fresh and launch into it caused the same crash. Tested with 1.21.6 / 4.0.5, .6, and .7, all caused this issue. Possibly caused by updating from 4.0.5 to .6

Zaldarr, Mar 1st at 8:59 AM

Algernon thanks for the info. Looking closer I have noticed that the bigger ones seem to spawn in wide flat valleys, which makes sense. Adore the mod to death, fantastic work on this.

Algernon , Mar 1st at 8:23 AM

Zaldarr The Watershed model is based on the rainfall, but in practice that doesn't affect anything except groundwater. I made it so streams follow any amount of simulated waterflow, so they'll try to generate anywhere with a good slope.

Zaldarr, Mar 1st at 8:02 AM

Possible silly question but I can't find a mention of it:

Does rainfall influence the frequency of streams, or is it all based on the geometry of the area?

I'm trying to generate a world with big wide long streams and I've found a couple big boys in the tropics with very high rainfall, but few elsewhere. Just wondering if this is a coincidence or if there's a link. Knowing this will help my search for a base location much easier. Cheers.

Algernon , Mar 1st at 7:30 AM

Forlornus DarkThoughts noodlepfp

Story Location placement (betterruins and vanilla) is fixed in 4.0.7, it was in fact an issue with my mod and not with landforms/oceans

Algernon , Mar 1st at 12:48 AM

YoshiWoof22 That's great to hear, took it off the compatibility page. I put it on there after someone said it was incompatible.

Khaziir Glad you like it, I'm planning on revisiting my stream water after I see what they're doing with water next update.

Beskar Yes it's compatible.

Magmabit16 TP's recommended world settings are pretty much the same as Watersheds

Forlornus Looking into this

Forlornus, Feb 28th at 11:20 PM

Algernon While exploring in a create world with your mod enabled, I came across a treasure hunter hut in the middle of a lake (underwater, that is.) Not sure if it has anything to do with your mod, I just thought I would mention it just in case.

DarkThoughts, Feb 28th at 11:12 PM

Magmabit16 Read some of the past comments...

Magmabit16, Feb 28th at 10:54 PM

It says this is compatible with tera prety. Terra prety calls for it's own custom world gen settings, is there any overlap and if so which mod takes priority?

Stern, Feb 28th at 8:13 PM

Algernon, the feature makes sense to me, i use it because it allows for cool wells and adds another level of emergent behaviour when used with hydrate or diedrate.

spacequeer, Feb 28th at 6:22 PM

I've really been enjoying this mod lately, thank you so much for sharing it! 

Beskar, Feb 28th at 5:12 PM

Algernon Hi is it compatible with plains and valleys?

Khaziir, Feb 28th at 12:19 PM

Just added this to my modlist (on a new 512 height world with your landmass mod thingie, and absolutely love it. had some weird water surface holes, but that was mentioned before, but in general, i wish this was a vanilla thing, tbh, at least as option in worldgen settings.

YoshiWoof22, Feb 28th at 11:43 AM (modified Feb 28th at 1:21 PM)

Heya, just wanted to quickly point out that I Want Smooth Temperatures does appear to be working fine with Watersheds.
I've not encountered any crashes during my testing over the past week (I didn't even know it was supposed to be incompatible to begin with until I saw the note just now). Both IWST and Watersheds are on their latest 1.21.6 versions at the time of posting. 

Thanks for the incredible work on this mod - this has to be one of the best stream/river generation implementation I've seen so far across any game. That being said, I'll likely still be waiting a bit more before committing it to a new survival world (as others have pointed out, water placement tends to be quite lumpy at times with odd flow patterns), but it's very promising so far and I'll for sure be following your progress ^^

Calbain, Feb 28th at 8:33 AM

I noticed the bit where you mention the model could be used for roads. That's a really cool idea! Especially if they could be made to connect to story locations, or the bigger BetterRuins. Looking down a road and knowing you'll find something cool if you follow it long enough is pretty compelling, and of course there's the building opportunities.

Algernon , Feb 28th at 7:06 AM

KingRaffTheSly Me and my mates use Soil Must Fall to get around that. Basegame soil instability does other crazy stuff too, like collapsing the side of a mountain when you walk on it

Pick "Sand and gravel" in the world settings with this mod and then dirt gravity is fixed

KingRaffTheSly, Feb 28th at 6:43 AM

I notice that when playing with sand and soil instability turned on, sometimes large portions of dirt on the banks of streams will collapse into the streams, often causing it to look weird due to basically creating huge dams made of soil. It would be nice if you could tweak it so this could happen less frequently. I'm also playing with Terra Pretty in case that matters. Besides that I'm really enjoying this mod, looking forward to larger streams / rivers in the future!!

Algernon , Feb 28th at 3:42 AM

Stern I hate to say that I agree with you that Terra Prety looks insanely good, better than my landforms. I think you're the first person I've seen that's enabled the groundwater. What do you think about it?

Stern, Feb 28th at 3:12 AM (modified Feb 28th at 3:12 AM)

Did a bunch of testing with v 4.0.5(4.0.6 came out a few after i started), while the 512 generation mod is better than vanilla, i found that Terra Prety with 416 world height + 400% landform scale (both achieved by manually modifing the worldconfig presets in a text editor, then pasting them into the world customisation menu on world creation)together with the default terra prety config gave very good, consistent and repeatable results.

I also changed max stream length to 20, and set groundwater to true (coastal erosion option didnt create any unique rivers, except a 1000 block long river) - alongside a bunch of other minor worldgen mods, such as Improved Ore gen, Better forest (increases the tree variety by tons), and temperature height tweek(still works on 1.21.6, and the default settings give first snow at about ~320 block height, or 141 above sea level, which is the minority of hills and works well for mountains (though I havent seen any taller than 330, despite 416 worldheight, idkw)). No issues were caused by any of the mods i added.

All in all, very impressive mod, only issues I could see were as a result of terrainslabs, and a minor bug where the transition between a single block rivulet and mult block stream is accompanied by a increase in water level(3 blocks typically).

Squambles, Feb 28th at 12:22 AM

Algernon Well turns out im just dumb and forgot to uninstall the Rivers mod lmao, apologies!

mapachitoHD, Feb 27th at 11:51 PM

Algernon oh damn, thanks for the answer

Algernon , Feb 27th at 11:49 PM

mapachitoHD Rivers is incompatible with Watersheds, they both edit the same code

mapachitoHD, Feb 27th at 11:48 PM

does anyone have a good config? im trying to play with terra prety and rivers with this mod but the world just dont generate 

Algernon , Feb 27th at 11:42 PM

Gloo Thanks mate. The coastal erosion is optional and disabled in the default settings, it's enabled in the config presets. Water near the coast isn't lifted, its actually lowered from 0 to 3 blocks so you get beachy or wetland (mangroves) areas. So no chance of smoothing or removing waterside cliffs.

Comeaves Appreciate it, beavers maybe after 1.22

Comeaves, Feb 27th at 11:22 PM

Thanks for the update. You're a real one

I dream soon we shall have BEAVERS to work on those beautiful rivers

Gloo, Feb 27th at 11:20 PM

Oh man. I never thought I'd see the day we had actual proper flowing rivers and waterfalls in VS!
I really love the rivers mod, but the fact it was so flat, and just carved through mountains always kinda ruined it for me. I really gotta try this one out soon! It looks fantastic!


I hope this is eventually able to form longer streams and rivers. As gorgeous as they look, they seem like they don't add much outside of the immediate costal areas.
Also, you said it works by lifting the terrain and eroding it towards water. Does this have any negative effects, such as removing or smoothing waterside cliffs?

Algernon , Feb 27th at 9:41 PM

DarkThoughts I've been talking to other modders regarding something like this, but no promises

When 1.22 is out you'll be able to use the waterwheels on my streams

Algernon , Feb 27th at 9:39 PM

Squambles Could you join the discord and send me your server-main.log? This happens when something breaks during terrain generation https://discord.gg/WZBgePPwvN

Squambles, Feb 27th at 9:18 PM

Im expierencing an issue on mod version 4.0.5 on game version 1.21.5. Everytime I create a new world, it spawns me into an empty void with no terrain, I just fall into the void repeatedly and die?

GoldKght, Feb 27th at 7:44 PM

OMG YESS THIS IS EXACTLY WHAT IVE BEEN LOOKING FOR

DarkThoughts, Feb 27th at 6:16 PM

Algernon They said rivers aren't ready yet. Whether that meant for the preview release or for 1.22 as a whole they did not clarify unfortunately, but the new water type for the water wheel afaik is already in. If native rivers aren't coming with 1.22, maybe we could have rivers like the larger ones from the Rivers mod but using the new vanilla water streams (or something based off of that for the wheel), and the Watersheds ones as little feeder streams with how it is now, not enough for the water wheel but at least feeding the larger rivers or just as little streams for ponds and lakes.

LewdAngel, Feb 27th at 4:36 PM

Bro actually managed to make realistic, good looking rivers and streams, i am beyond impressed by this mod, the modding community has been absolutely popping off this past month. 

I don't know if this will fully replace the rivers mod for me, that'll come up during my next playthrough, but i'll definitely be trying it. Question though, if anyone here has been testing this with Conquest Landform Overhaul, what worldgen settings would you recommend to use? Finding a good balance between them for nice, hilly terrain with some open flatlands and oceans feels really hard to get right

Algernon , Feb 27th at 6:30 AM

porkbrick Glad you like it. I'm planning on giving the water placement a revisit after I see what they do with water in 1.22

porkbrick, Feb 27th at 2:01 AM (modified Feb 27th at 2:01 AM)

I love the way the streams wind and follow the land contour. Playing with the rivers mod, and I love the ability to generate huge rivers, but I'm not a fan of the fact that the entire river system stays at sea level for its entire length. The rivers end up tapering into ugly deep ravines.

i know this mod isn't really set up for huge rivers, but I was playing around with the settings at max length. I got a few big rivers to spawn, but the water levels were all wonky. Some random high spots where water was "lumpy", source blocks piled up higher than the rest of the river. I noticed too on several normal sized streams that they would change direction random if the terrain wasn't steep enough.
im going to keep playing around with it. Really love it so far!

Algernon , Feb 27th at 1:07 AM

MAGp13 Appreciate it mate

MAGp13, Feb 27th at 1:03 AM

best wgen mod avaiblable, amazing work man, keep it up!

 

Algernon , Feb 27th at 12:54 AM

Comeaves Fixed that long stream glitch in the latest update

Algernon , Feb 27th at 12:24 AM

DagothTheGrey That's really cool to hear. I just assumed it would break on an existing world

DagothTheGrey, Feb 27th at 12:22 AM

Ricksdetrix I added this to my solo world after around 50 hours of playtime on the world. I did a lot of exploring last night on the world after adding this mod and I haven't notice any glaring chunk issues or anything so far. Just dont expect to see rivers and streams in areas you've already explored.

DarkThoughts, Feb 26th at 9:55 PM

Ricksdetrix I would not recommend using this in an existing world - especially one you care about.

Ricksdetrix, Feb 26th at 9:04 PM

Has anyone tried adding this midgame? Gonna backup and try soon, just curious if anyone has and if they ran into problems

Algernon , Feb 26th at 8:45 PM

DarkThoughts Yeah, this mod is for terrain-following streams rather than flat long distance rivers like rivers/rivergen. Long enough slopes for long distance rivers are very rare, even when you set up the wgen settings for them.

Algernon , Feb 26th at 8:43 PM

Comeaves Yeah thats a new bug haha, i'm currently working on fixing it

DarkThoughts, Feb 26th at 6:22 PM

Comeaves Unfortunately still tiny imo. I guess this mod works more for small streams than actual rivers. Unfortunately I don't think they'd work well, if at all, with the rivers mod. It would probably make more sense to have those for actually long winding rivers, and the streams from this mod to lead into them - and other bodies of water.

Comeaves, Feb 26th at 4:29 PM (modified Feb 26th at 4:30 PM)

Hey, it's me again.
I was doing some testing with 20 max stream length and came across this very complex river which I think I should share, unfortunetly it came to sudden stop :/


This is not bug report, just adding that the mod is indeed very cool.

DeviousDoge, Feb 26th at 1:01 PM

Algernon Appreciated homie :)

Eggel, Feb 26th at 12:54 PM

Dude this mod is amazing?? Like holy heck?? This could be vanilla content and I'd never even know!

Algernon , Feb 26th at 10:14 AM

DeviousDoge Yehoria Thank you both for the kind words.

DeviousDoge I wrote down to check out the compatibility of those two mods after I've dealt with some other things with Watersheds

Yehoria, Feb 26th at 8:09 AM

Oh my god how come i only now find this mod??? It's literally EXACTLY what i was looking for in terms of water(at least in concept)! 

I don't know what dark magic holds this together, but i. I'm lost for words. And kinda upset that i can't give you money(not that i can afford it at the moment, but i would throw some your way first chance i get). You're doing the gods'(plural) work(metaphorically, i'm an atheist).

DeviousDoge, Feb 26th at 5:05 AM

Hoping to see compatability I Want Realistic Worlds & I Want Smooth Temperatures down the line. This mod is a mainstay for immersion at this point, along with Terra Prety. The more natural geographic features we can get in the game world to make it feel more natural, the better. Thanks for this, sincerely <3

Algernon , Feb 26th at 1:18 AM

Relydober If you haven't fixed it, could you join our Discord and give me more details? https://discord.gg/WZBgePPwvN

Algernon , Feb 26th at 1:17 AM

Mollycoddle Glasshaus BlueSamoyed Cuddly_Khan New 4.0.4 update adds full compatibility with Terra Prety

Relydober, Feb 25th at 11:59 PM

im on 1.22 pre 3 and like no streams are spawning

Endurance, Feb 25th at 9:14 PM

I absolutely loooove rivers! So as much as it hurts to have to start a new world, I'll probably have to do that for 1.22 anyway so I am really looking foreward to this mod!

FAIV, Feb 25th at 9:11 PM

Yeah thats understandable. Seeing how great this already looks tho and with the added potential of 1.22 Streams and future rivers makes me really excited :))

Algernon , Feb 25th at 9:09 PM

FAIV I've decided to re-evaluate how I do water after I see what the devs are doing with water in 1.22. You can see the water getting especially crazy around the braided streams

FAIV, Feb 25th at 8:54 PM

Algernon Yeah but still, its an amazing mod, really can't understate how great the World looks. Ive noticed while trying out different settings that for most rivers when the chunk gets created the source blocks start having physics therefore filling gaps and connecting to other water blocks. Sometimes they seem to stay static tho and not flow to empty spaces therefore creating the holes. Or at least thats my guess. 

Algernon , Feb 25th at 6:25 PM

FAIV There's definitely room for improvement with the stream water placement for sure

FAIV, Feb 25th at 1:56 PM (modified Feb 25th at 4:59 PM)

Ive been testing it a bit and most streams and rivers have air gaps and holes in them, is that a normal sideffect of world generation with Watershed or is it a possible incompatibility?

 

EDIT: Switched to Oceans with 512 World Height Preset and basically almost no more water holes :)

Algernon , Feb 25th at 10:43 AM

stormtrooper_34 I haven't used biomes before so I don't know much about it. After the other compatabilities i'll look into it. In the meantime, you could edit the temperature requirement for tule in the config

stormtrooper_34, Feb 25th at 10:33 AM

Nice mod, really cool
Wanna add to all previous comments about better ruins and oceanic creatures spawning in streams that it would also be really nice to have this mod respect Biomes and prevent tule spawning from palearctic zones

Algernon , Feb 24th at 11:50 PM

DarkThoughts Looking into this, one of your pics shows a bug I thought I fixed a while back.

DarkThoughts, Feb 24th at 10:31 PM

Algernon I had a ruin from that mod fail to generate correctly though, and the Better Ruins dev mentioned that they heard similar things on Discord from those who use it with yours. Might be coincidental but they also said
https://mods.vintagestory.at/betterruins#cmt-138232

 

Ironically I have the issue that my oceans are devoid of any life. Your streams are the only place where those animals show up. lol
https://www.vintagestory.at/forums/topic/12699-no-sea-animals-modded/

Algernon , Feb 24th at 10:02 PM

DarkThoughts I don't know exactly how water mob spawning works, but there's no difference between freshwater blocks and my stream water blocks currently. Maybe I should try make a patch to stop non-fish mobs from spawning in it.

BetterRuins ruin generation should work normally, they do sometimes spawn in streams, but they also do that in ponds and shallow seas/lakes in vanilla. Story structures are another story altogether, its not just watersheds that can put them in weird areas, but also worlds with oceans and landforms mods. I made some patches to basegame story structure spawning to make them more consistent but have made no changes to better ruins story structure spawning.

ptrk, Feb 24th at 9:11 PM (modified Feb 24th at 9:16 PM)

Yeah, my thought was it more as a config toggle option, since many people wouldn't like it, but my spelunking friends and I would love it. Or at least only have it form in sedimentary or karst sediment layers, with traditional generation resuming in all other rock types.

My biggest thought, too, was that it could make for interesting streams with dolines and stuch, or even a more natural-appearing water source in some areas. However, while trying to test out the configs, I realized I had both Conquest Landform Overhaul AND the 512 World Height mod enabled; my testing results weren't working as expected, so I don't know how often streams originate in hills, since I couldn't get those to generate.

Also, I found some bugs, but I'm assuming that's better to put in your discord server, so i put them there.

DarkThoughts, Feb 24th at 8:07 PM (modified Feb 24th at 9:00 PM)

Algernon Weird, they don't spawn in random ponds & lakes, or in the rivers mod water - and even vanilla differenciates between fresh water and saltwater. Found a bunch of ocean fish and even a shark form Something in the Water too. I even got a dead megalodon in my current test world. I don't think I even have any of those creatures spawn in actual oceans somehow.

Edit: Seems this mod also causes issues with Better Ruins generation and possibly story structures.

Algernon , Feb 24th at 6:24 PM

Comeaves Much appreciated, that pic looks great, I gotta try it Conquest's landforms sometime

ptrk I could add say 4 extra layers of the watershed model under the surface, and path the water flow underground as well. Caves could follow the geology-respecting flow paths, but honestly, it would mean that a lot less caves get created.

DarkThoughts Yeah the braided streams are crazy, especially with the water. I'm waiting until I see what happens with water in 1.22 before I go about improving the stream water, particularly with braided streams.

Water animals have a chance to spawn in any water block iirc, so they'll spawn in streams like that.

Yeah your freezes would be due to garbage collection, though i'm pretty sure my mod doesn't use that much RAM. Try turning down the max stream length, that will make it use less CPU and RAM.

ArsenikMilk Theres heaps of stuff you could do when you can know what the terrain looks like far away from you. The coolest idea imo is a cheap LOD mod where you don't have to have previously generated an area to see it in the distance.

ArsenikMilk, Feb 24th at 5:45 PM

This is incredible. I'm not a coder/game dev/modder, but seeing as it took the Anego team hundreds of hours just to determine that rivers were even viable... This is an impressive, transformational feature to add. I look forward to seeing those future features you mentioned come about. I think this "Watershed Model" you mention could be a good way for lots of people to add a lot of large generation features, like those migration patterns you mentioned.

Imagine seeing migratory birds following seasonal migration patterns, or estimating plate tectonics for better geology (better rock layering that follows tectonics, more rational geologic features, possibly volcanos??), or plains with rational desire paths/game trails along rivers and such.

DarkThoughts, Feb 24th at 5:40 PM (modified Feb 24th at 6:10 PM)

Did some short initial testing and I found quite a few issues, using 4.0.3 with vanilla terrain gen for this (I added 25% chance to the two river types to spawn and increased max length to its max). Some of the terrain at rapids seems to be very wonky, and the rapids themselves also go in kinda all directions (sometimes even upwards downstream). I also noticed that FotsA ocean creatures spawn inside of them, like this big ass sea cow, manatee, and sea turtles were the ones I found. My ram usage also grew by a lot again and the game has those random freezes every now and then (I guess garbage collection).

I uploaded an Imgur album here. Edit: Can't seem to upload multiple images to Imgur somehow?!

Edit: Here's a shared Google Drive folder with the images instead...

ptrk, Feb 24th at 5:08 PM

With this whole system, it would be really cool to see real limestone caves made by rivers. Idk how easy it would be to implement, but this system seems promising for making realistic karst topography.

Comeaves, Feb 24th at 12:45 PM (modified Feb 24th at 1:09 PM)

Impressive mod. I tested it with Conquest Landform Overhaul with 16 max stream length (see picture bellow) (awesome mod config tool btw) and am very satisfied with the result
I tested with 20 max stream length and it looks better, larger rivers are less common but I wish they would be, in general, longer and increase in width a bit less as they near the ocean.
As for performance, I have a decent CPU (ryzen 7 5700x3d) and yes the chunks do take longer to generate. I did not have to stop and wait for chunks to generate, although I do play with 400~600 render distance which might have mitigated that a bit - I have seem much heavier impact on chunck generation with other mods.

koitsu, Feb 24th at 10:16 AM

P_eaBean Per "Setup" section, the first item: "Use Watersheds on fresh worlds only."

P_eaBean, Feb 24th at 8:53 AM

will this work on a already generated world? if i traverse to uncharted lands not generated yet
i regret not having found this mod when i recently started a new world TT

Algernon , Feb 24th at 5:20 AM

EnderMelody Watersheds only affects the water in streams, the connection of the stream to the lake could have water I generated though

Stream connections to the water basins were really tricky to get going. I eventually said good enough and left it at that, but one day I might try improve them again

EnderMelody, Feb 24th at 5:09 AM

Algernon it seemed less like an issue with stream water height and more that the river extended far more into the lake than needed. do you replace all water in the lake too?

Algernon , Feb 24th at 4:20 AM

EnderMelody Yeah the stream water pushes you under sealevel, but not at sealevel. Gotta think about how i'm going to fix that.

 

Batlychee Thank you for saying that. I hope you like it

Algernon , Feb 24th at 4:17 AM

Terra Prety looks normal with my coastal erosion as well Glasshaus Nephelangelo What are you guys seeing?

image

Algernon , Feb 24th at 4:05 AM

Nephelangelo Trying out Terra Prety with watersheds right now, and I can't identify any issues. Their mod page doesn't say anything about landform distribution code with shallow/tall region smoothing. Could you elaborate on this?

Batlychee, Feb 24th at 3:22 AM

i have been dying for want of rivers with elevation for this game for forever. thank you for this

Cuddly_Khan, Feb 24th at 1:52 AM

UsulMuadib ModConfigs/Watersheds in your Vintage Story files

UsulMuadib, Feb 24th at 1:09 AM

im really confused i have no idea where to extract the watersheds config to ?

 

EnderMelody, Feb 24th at 12:39 AM

Dont know if this is intentional or not but possibly found a bug. Water currents at the mouth of the river end right where the river meets the lake which makes sense, however, the current at the lake floor extends about 60ish blocks out from the mouth of the river which seems way too far.  The flow only only extends straight in front of the river, standing on the lake floor to the sides does not have flow.
I would include images but the site is very weird with filesizes and 200kb is too big somehow.

Nephelangelo, Feb 24th at 12:34 AM

Algernon
Cuddly_Khan

It looks like whatever changes to GenTerra this mod makes it winds up breaking Terra Prety's heightmap system, which is what organizes the landform distribution and ensures smooth transitions from shallow regions to tall regions, so breaking the heightmap just reverts back to a more randomized vanilla distribution of landforms. Might also break the ocean system, but I haven't looked into that yet. I think it's also currently breaking Farseer at the moment? Would like to see these mods play nicely together, as they would be a great compliment to one another.

Glasshaus, Feb 23rd at 11:49 PM (modified Feb 24th at 12:09 AM)

I too was having issues with watersheds and terra prety, it seems like terra prety generation gets disabled with watersheds enabled. I went to disable the CoastalTerrain feature but it already said "Enabled": false, perhaps something else is going on?

ptrk, Feb 23rd at 10:40 PM

This is everything I've ever wanted out of the rivers mod. I am so excited to play with this mod you have no idea. 

Algernon , Feb 23rd at 10:38 PM

DovahNetch Yeah they took out freshwater fish in 1.21 so I had to use saltwater fish instead. Now they've added it back to 1.22 but i'm going to wait a bit to switch back incase they make more fish changes

Cuddly_Khan Terra Prety has coastal effects, they should work the same when my coastal terrain lift/lowering is turned off. If you try TP again without my coastal terrain effects let me know how it goes

Cuddly_Khan, Feb 23rd at 10:04 PM (modified Feb 23rd at 10:07 PM)

I was using the default settings. It almost seemed like it was reverting to vanilla landscapes instead of using Terra Prety landforms. Terra Prety has it's own way of generating land and doesn't use the vanilla system, or something like that, so maybe that has something to do with it?

 

Compatibility with Salt and Sands would be cool, to have some of the freshwater plants and mussels spawning in the streams.

DovahNetch, Feb 23rd at 10:04 PM

Algernon have you investigated the fish spawn changes in the test version in 1.22 yet? Do you think it'll be trouble in terms of bringing the mod up to date with 1.22 when it releases?

Algernon , Feb 23rd at 10:02 PM

Swedneck Hope you have fun with it mate

Swedneck, Feb 23rd at 9:54 PM

Love this, the waterways actually feel like a part of the world rather than tubes blasted through it by aliens!

 

I love that there's actually small streams with plants in and around them, it feels real and alive in ways I actually don't see a lot in any games.

I play with a ton of worldgen mods and other visual tweaks, and together with this mod I could probably enjoy just walking around for hours just the same as I enjoy hiking IRL, it's that good.

Algernon , Feb 23rd at 9:16 PM

Calbain Thanks heaps, sadly the ropes are pretty glitchy right now. If you want a well I would personally use Hydrate or Diedrate's pulley instead until the devs fix the ropes

Calbain, Feb 23rd at 8:57 PM

The pulleys are pretty cute

AndyAndY, Feb 23rd at 8:27 PM

My waiting to start my next world until 1.22's full release has been justified. Really excited to get a chance to use this, it looks really good.

RayTC, Feb 23rd at 6:05 PM

yay!

Algernon , Feb 23rd at 5:38 PM

LexicalAnomaly MrFastZombie Rust Botaxalim FAIV 

Farseer just works now hahahaha

Algernon , Feb 23rd at 5:36 PM

RayTC Hahahahaha turns out it works now for some reason, it didn't a couple months ago
No idea what fixed it

RayTC, Feb 23rd at 5:14 PM

sad this doesnt work with farseer at the moment, that wouldve been the perfect combination

Algernon , Feb 23rd at 4:31 PM

Sprezzo Appreciate it mate. Just turned it down to half in the config website

Algernon , Feb 23rd at 4:14 PM

DecaByte Both normal landforms and my 512 landforms could work at that height. If you're alright with slightly squished landforms pick my 512 landforms, if you're alright with slightly stretched landforms use another landform mod.

 

DarkThoughts It's short in the default configs because its a performance limitation, if you want longer streams you'll need either a good enough CPU or to wait longer for chunks to load. Theres presets in the config website for longer streams: https://algernon733.github.io/WatershedsConfig/

 

Algernon , Feb 23rd at 4:09 PM

Zaldarr Appreciate the info, added that to the mod compatibility section

Algernon , Feb 23rd at 4:07 PM

Cuddly_Khan It's probably my coastal effects compounding with Terra Prety's coastal effects. Try disabling it in the config under "Extra Features" or use the default configs that have them disabled as well.

Sprezzo, Feb 23rd at 3:08 PM

After a new world small test i can say this is incredible, i love the interesting world gen combined with Conquest Landform Overhau and a Continental World.

A (very) small negative feedback regarding the Streams sound, the default settings are extremely loud in my opinion, i'll now tweak it to my preference using the insanely well done mod configurator :P

DarkThoughts, Feb 23rd at 12:45 PM

Based on the provided screenshots, is the length of those rivers a limitation or just short in default configs?

Cuddly_Khan, Feb 23rd at 11:13 AM

I'm almost certain that it doesn't work with Terra Prety. I just tested it and the landscape that is generated when using both this and Terra Prety is distinctly not Terra Prety landscape. Not sure why though.

Zaldarr, Feb 23rd at 10:03 AM

Does not work with I Want Smooth Temps, which doesn't surprise me as it also touches the world generation. Crashes game, just FYI for people

DecaByte, Feb 23rd at 9:30 AM

What would you recommend for world height of 384?

FAIV, Feb 23rd at 7:30 AM

This looks so cool, recently started a world with friends with rivers and conquest and I really want to play with this but I guess ill have to be patient until the next world. I hope farseer compatibility is somehow possible in the future :'))

Maoman, Feb 23rd at 7:22 AM (modified Feb 23rd at 7:22 AM)

>If there's anyone good with shaders and wants to help, the water needs a big upgrade. In my opinion, it's the biggest thing holding back the appearance of the streams.

Perhaps Coriander of https://mods.vintagestory.at/coriaendershaders might be willing to help?

Algernon , Feb 23rd at 5:09 AM

TeenyTinyWyvern Uploaded 4.1.1 with the fix

Algernon , Feb 23rd at 4:55 AM (modified Feb 23rd at 4:56 AM)

TeenyTinyWyvern Just fixed that issue on the 1.21 branch, hold tight for a bit until I bring out 4.1.1 so you start at the right climate on 1.22 as well

Normal cattail spawns are completely unchanged

Sodon, Feb 23rd at 4:43 AM

Algernon ily ♥️

TeenyTinyWyvern, Feb 23rd at 4:33 AM (modified Feb 23rd at 4:37 AM)

Hi, love the mod so far, but I was wondering if much testing has been done on the 1.22 branch. As of right now, spawning in a new world has players spawn in a much colder climate than intended i'm sure. We're talking around -1c at spawn. 

I'm currently using the world generation settings outlined in the mod's description, and no other mods currently. 

Also, I wanted to ask if the generation of Cattails was changed at all. On the 1.22 Branch with the mod installed, it is almost 100x harder to find them, as it seems as though small pools of water and lakes don't spawn them, with the only real source being rivers added by the mod. Cheers.

(edit: I'm sure it's also caused by the colder climate, but Larch trees are seemingly everywhere on newly gen'd worlds.)

Froshure, Feb 23rd at 3:58 AM

I appreciate how organized your description is!

Botaxalim, Feb 23rd at 3:46 AM

Algernon aight, good stuff
what i did - remove Farseer, remove Rivers, remove Plain adn Valley
download this Watersheds, 512 Height Watersheds Landform, add Terrain Slab and Place on slabs
imma try new world, and hope this going to be good, because this one is the newest stuff on the moddb
thanks for this

Algernon , Feb 23rd at 3:34 AM

LexicalAnomaly Just wrote that down in my plans, thank you

Algernon , Feb 23rd at 3:34 AM

Botaxalim You probably tried downloading at the exact moment I swapped it out for one with loosened requirements. Refresh the page and it would work

LexicalAnomaly, Feb 23rd at 3:28 AM

Algernon Thank you! I'm sure this mod will get tons of attention. Praying for Farseer compatibility one day.

Would it be possible to add a config option to generate shells on the stream bottoms? IRL streams often have lots of freshwater mollusc shells in them, at least around me. It'd make streams a way to get lime if you're not near any limestone. 

Botaxalim, Feb 23rd at 3:22 AM (modified Feb 23rd at 3:23 AM)

404 - Requested page was not found.

File not found.

are ytou still uploading the files/updating to new version? cant download 4.0.2, but i saw 50+ ppl alr downloading it
but i can use 1 click install, but nope for manual download

Mollycoddle, Feb 23rd at 3:21 AM

I'm gonna guess this is incompatible with Terra Prety? I swear, these pictures are so fucking pretty.

Algernon , Feb 23rd at 3:12 AM

Sodon Loosened the version requirement for you bro. Try again with version 4.0.2

Sodon, Feb 23rd at 3:03 AM

Sad it doesn't work for 1.21.5 :(

Rust, Feb 23rd at 2:31 AM

These rivers look incredible, but how are you going to make me decide between this and Farseer 😭

Algernon , Feb 23rd at 2:14 AM

LexicalAnomaly More than happy to work with the Farseer dev to get them compatible. He would probably want to see if people actually end up using my mod before spending any time on it though haha

LexicalAnomaly, Feb 23rd at 1:37 AM

Any chance of there being compatibility with Farseer in the future?

This mod looks amazing, but I also really like the long distance views from Farseer. 

MrFastZombie, Feb 23rd at 12:59 AM (modified Feb 23rd at 1:01 AM)

Thanks but I know! I'm waiting for other mods and the stable release before I make the jump.

Algernon , Feb 22nd at 11:47 PM

MrFastZombie theres a 1.22 prerelease build there for you

MrFastZombie, Feb 22nd at 11:08 PM (modified Feb 22nd at 11:16 PM)

I was going to wait for 1.22 to do another playthrough but this might make me stay on 1.21.6 a while longer. I hope compatibility with Farseer is possible in the future.

Algernon , Feb 22nd at 11:01 PM

noodlepfp Normal ruins in BetterRuins seems to be working fine on the default configs and TeraPrety

 

 

Pretty sure the story locations like the University and Forlorn Hope tower are another story entirely. They even break on vanilla worlds by spawning deep in the oceans when you have oceans enabled. Landform mods sometimes break them too.

I made some small json patches to the vanilla story structures to get them spawning better with coastal erosion enabled, but it's still not as consistent as vanilla with vanilla landforms.

Bizzy, Feb 22nd at 10:47 PM

This is one of the must have mods from now on

Algernon , Feb 22nd at 10:44 PM

FatRefrigerator I'll just use their code to make my streams better and focus on some erosion features. I added their rapids to the Watersheds 1.22 prerelease build but you have to enable it in the config (looks kinda 50:50)


FatRefrigerator, Feb 22nd at 10:34 PM

This is super cool, what are your plans for the vanilla river system that is upcoming? Are you going to just replace it with yours or try and work alongside it?

El_Neuman, Feb 22nd at 10:31 PM

Omg, that what vintage story needed, amazing mod

b0b4444, Feb 22nd at 10:31 PM

Algernon Thank you, just tested it as well and it works fine with World of Fortune :) So much for my new world I'd been playing on... time to start over again :D Amazing work with this!

Algernon , Feb 22nd at 10:21 PM

Rexxia When you click download a green box should appear on the config website telling you where to put them.

BlueSamoyed noodlepfp BetterRuins and TerraPrety were working 6 months ago when I tested them, but i'll test them again now and see what's up.

b0b4444 Yeah that landform mod will work, i'll add it to the list

noodlepfp, Feb 22nd at 10:09 PM

Further update on the BetterRuins thing.. It's sorta inconsistent. The Forlorn Hope Tower has spawned in the ocean once. The University has failed to spawn twice when it wouldve been in the ocean. But just as many times, theyve all succeeded in spawning. Not sure if its a BetterRuins issue or this mod interfering.

b0b4444, Feb 22nd at 10:00 PM

Well this is gonna blow up ^^ was wondering if this would be compatible with World of Fortune? It says it only affects landforms.json

Bofrost, Feb 22nd at 9:53 PM

oh yes thank you very mucn, not like i spend my whole weekend on a new world, building a small little castle on a lovely hill just to find out theres a awesome new worldgen and river mod as i was looking for a copper padlock mod. Guess i start over.... AGAIN!!! xD 

Rexxia, Feb 22nd at 9:52 PM

BlueSamoyed setup says it works with TerraPrety

noodlepfp, Feb 22nd at 9:51 PM (modified Feb 22nd at 9:53 PM)

Algernon which version did you test with? I am on 0.21.6 I am playing with BetterRuins 0.5.7 and Watershed 4.0.1 and some ruins are failing to generate / get cut up on generation. The University has failed to spawn twice now, both times an ocean is in their place.

BlueSamoyed, Feb 22nd at 9:49 PM

terra prety compatibility? I would not assume so, but just wanted to ask

Rexxia, Feb 22nd at 9:45 PM (modified Feb 22nd at 9:47 PM)

Setup doesn't tell me what to do with the configs I downloaded, help Algernon!

Algernon , Feb 22nd at 9:44 PM

noodlepfp It's compatible for sure. Maybe not in the new 1.22 prerelease patch, haven't tested any mods on that.

noodlepfp, Feb 22nd at 9:39 PM

This is the bset river mod / worldgen mod I've seen to date. Thank YOU for making this.

Just testing it out, but I'm not able to find any BetterRuins ruins anywhere. Did you test it out with that mod at all? It could be an issue on my end

Algernon , Feb 22nd at 9:35 PM

sneezerstein when are we collabing bro

Waldo_Kun, Feb 22nd at 9:33 PM

sneezerstein yeah we're blowing up ur granny with a bazooka :p

sneezerstein, Feb 22nd at 9:23 PM

river mod author's cortisol is VISIBLY spiked after getting FRAMEMOGGED by worldgen frat leader, has to pop a zyn

Algernon , Feb 22nd at 9:13 PM

DanaCraluminum Thanks mate, Rivers/Rivergen suits a different niche/preference though, check out the Mod Compatability section. Love your mods btw, we use your tweaks every playthrough

RosstheGreat Much appreciated, we played with your Interesting Ore Gen mod last playthrough, and it made mining super fun

EnderMelody Yeah, they push you downstream, separate from the moving water pushes it also pushes any entity that isn't a fish. It doesn't require any mod so you can use it with just vanilla, but it looks better if you use a landform mod. I only recommend my terrain mod if you're using 512 world height, otherwise you should use another landform mod.

EnderMelody, Feb 22nd at 8:54 PM (modified Feb 22nd at 8:57 PM)

do the rivers still flow like how rivers mod does or does it rely on the vanilla source->empy flow to create moving water?  to put it differently is each water block still considered a source block and can be bucketed or are parts of  the river only flowing water?
also, does this require the watershed terrain gen mod or does it work with vanilla worldgen?

RosstheGreat, Feb 22nd at 8:49 PM

Oh man this looks amazing! Awesome work!

DanaCraluminum, Feb 22nd at 8:48 PM

Much better than Rivers and Rivergen mods