Mods / Conquest Landform Overhaul

Tags: #Cosmetics #Tweak #Worldgen
Author: CreativeRealms
Side: Both
Created: Jul 15th 2023 at 6:28 PM
Last modified: Jan 17th at 6:48 PM
Downloads: 10750
Follow Unfollow 368

Latest release (for outdated Vintage Story v1.20.x):
Conquest Landform Overhaul v1.0.1.zip  1-click install


The Conquest Landform Overhaul mod offers realistic terrain, including vast mountain ranges, arctic wastelands, rolling dunes, and steep cliffs. For optimal world generation, you can find our recommended settings below:

  • World height: 320
  • Landcover: 70%
  • Landcover scale: 200%
  • Upheaval rate: 0%
  • Landfom scale: 160%

With the use of Config Lib, you can modify the weights of individual landforms in order to fully customize your gameplay. Choosing between flat, mountainous, or steep terrain has never been easier!

WARNING: Changing configs can and will break your world if you do not know what you are doing! Make a backup of existing worlds and remember what the old settings were BEFORE opening them if you make any changes. Additionally, modifications to the config require a brand new world in order for them to be applied properly. Changing configs while you are in an existing world WILL create broken chunk borders! SAVE THE CONFIG AFTER ANY CHANGE AS IT WILL REVERT BACK TO DEFAULT IF YOU FORGET TO!!!

Additionally, if you would like to enhance your experience even more, you can pair Conquest Landform Overhaul with the following mods:

Conquest Landform Overhaul is compatible with most landform and structure mods but is incompatible with structure mods that add structures which are landform dependent (with the current exception of BetterRuins). In other words, most structure mods are compatible with Conquest Landform Overhaul and will work without any issues, but any structures that generate based on vanilla or custom landforms will require a custom patch in order for them to generate (see spoiler). 

Better Ruins Version Compatibility & Custom Patching

Conquest Landform Overhaul v0.0.3 is only compatible with BetterRuins v0.4.5 and Conquest Landform Overhaul v1.0.0 is compatible with BetterRuins v0.4.6 or higher.

Example patch for devs who want to add compatibility to their own mods:

[
  {
    "op": "replace",
    "path": "/structures/5/requireLandform",
    "value": "cr plains",
    "file": "game:worldgen/storystructures.json",
    "side": "Server",
    "dependsOn": [
      {
        "modid": "landformoverhaul"
      }
    ]
  }
]

Conquest Landform Overhaul also works with the Rivers mod. While it is entirely up to personal preference, you can copy our recommended settings below:

Rivers Config
{
  "disableFlow": false,
  "minForkAngle": 10,
  "forkVariation": 35,
  "normalAngle": 10,
  "valleyStrengthMax": 1.25,
  "valleyStrengthMin": 0.6,
  "noiseExpansion": 1.5,
  "riverPaddingBlocks": 150,
  "landScaleMultiplier": 2.0,
  "minSize": 14.0,
  "maxSize": 50.0,
  "minNodes": 8,
  "maxNodes": 20,
  "riverGrowth": 5.0,
  "downhillError": 1,
  "minLength": 150,
  "lengthVariation": 500,
  "zoneSize": 256,
  "zonesInRegion": 128,
  "riverSpawnChance": 0.2,
  "riverSplitChance": 0.35,
  "lakeChance": 0.05,
  "segmentsInRiver": 3,
  "segmentOffset": 40.0,
  "baseDepth": 0.05,
  "riverDepth": 0.018,
  "heightBoost": 8,
  "topFactor": 1.0,
  "riverOctaves": 2,
  "riverFrequency": 0.0075,
  "riverLacunarity": 3.0,
  "riverGain": 0.3,
  "riverDistortionStrength": 10,
  "riverSpeed": 0.5,
  "maxValleyWidth": 85.0,
  "oceanThreshold": 30.0,
  "fixGravityBlocks": true,
  "boulders": false,
  "gravelBeaches": true,
  "RegionSize": 32768,
  "ChunksInRegion": 1024,
  "ChunksInZone": 8
}

If you would like to give feedback or report bugs, you can do so in our dedicated mod post on the official Vintage Story Discord server or on the Conquest Reforged community server.

Warning: Conquest Landform Overhaul is incompatible with existing worlds and/or older versions of the mod. To avoid chunk seams, create a new world before use.

For debugging of various landforms, use /wgen pos landform. Conquest landforms are designated with the prefix cr.

We hope you enjoy our mod! - CreativeRealms & Conquest Reforged Team

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.1 5032 Jan 17th at 6:48 PM Show Conquest Landform Overhaul v1.0.1.zip 1-click install
v1.0.0 377 Jan 13th at 10:03 PM Show Conquest Landform Overhaul v1.0.0.zip 1-click install
v0.0.3 754 Dec 12th 2024 at 2:11 AM Show Conquest Landform Overhaul v0.0.3.zip 1-click install

86 Comments (oldest first | newest first)

💬 badgerson, Apr 26th at 10:11 AM

After playing around with the various available terrain mods for many hours, I have to say Conquest is still my favorite. My only pet peeve is that the recommended settings stretch out landforms a lot, and while this is obviously more realistic, my favorite worlds so far were with a landform scale of 80-100% and a world height of 384. Just a little more exciting and fantastical. Amazing mod nonetheless!

💬 jtr99, Apr 22nd at 5:45 PM

Just wanted to say thanks for such a fantastic mod. I agree with several recent commenters that this is currently Vintage Story's best terrain generation mod.

I also wanted to mention that I could not get this mod to work with the Rivers mod, but in desperation I tried the Rivergen mod (a fork of the original) and for some reason it worked. So I wanted to put that out there as a possible fix for some. More detail in a post on the game's subreddit

Finally, I'm currently in the middle of trying to figure out how to get things working smoothly with the BetterRuins mod so I wanted to ask @DarkThoughts whether they finally got things working any better in their own setup?

💬 DarkThoughts, Mar 15th at 5:07 PM

CreativeRealms

There's nothing in the server-worldgen.log if that's the right one, couldn't see anything at a first glance in the server-main.log either. Maybe I just got unlucky.

💬 CreativeRealms , Mar 15th at 12:18 AM

I have no idea if it's compatible or not. Do you get any structure related errors on startup? DarkThoughts

💬 DarkThoughts, Mar 14th at 7:26 PM

Yeah, overall I think this is the best balance between "smooth-ish" terrain and variety. I just don't like high amount of streaky puddles everywhere, and maybe how small forests often tend to be.

I'm curious though, is this compatible with the VS Villages mod? I did not spot a single village in my test game so I assume they don't spawn?

💬 MagnusDeus, Mar 14th at 5:33 PM

Just chiming in to say that I spent the last 4 hours going through each of the popular Worldgen & Landform mods. At least for me, your mod is quite literally the best one, and by a huge margin. Thank you so much for making it and sharing it with us.

My own final settings deviate slightly from the suggested ones. If anyone (else) ends up reading this, if you really want to feel like a small explorer in a vast, overpowering foreign land, these settings work wonders:

World height: 368

Landform scale: 300%

(the other settings should be left as recommended by the CreativeRealms)

Now if only I could get Rivers to actually work with this - you really need a form of better transportation to be able to cover the larger landmasses, and especially around the huge mountain ranges that generate with the higher Landform scale.

💬 CreativeRealms , Mar 6th at 6:17 AM

The clay (and possibly obsidian) issue is a vanilla one based on world height settings. At 320 the game does not recalculate sea level and thus does not fix where specific deposits spawn at. As for why the landforms are set up the way they are, too much height difference between landforms leads to janky and bad looking terrain. Until such time as there is a way to prevent high and low level landforms from generating next to each other this is pretty much the only way I managed to get my terrain to look somewhat decent. MadSeraph

💬 MadSeraph, Mar 6th at 6:07 AM

I like a lot of what this does, but there's just one thing that sticks out to me. None of these landforms stick close to sea level. Nearly every coastline is a steep hill up, and sea level resources like obsidian or blue clay are extremely hard to find. Some flatter and lower areas, as well as scaling a lot of the foothills and cliffs to go down to sea level would give the taller features more of a pop, and it would help diversify the coastline a bit.

💬 DarkThoughts, Mar 4th at 2:46 PM

Not sure if it is because of Rock Strata Variety but I get bauxite as top layer a lot of the times actually. Tarbrough

💬 CreativeRealms , Mar 3rd at 11:51 PM

I think you are mistaking the Landform Overhaul mod for the Conquest Nature Pack. As for bauxite, I am currently rewriting the entire mod from scratch and will make sure it is working properly when I release it. Tarbrough

💬 Tarbrough, Mar 3rd at 11:14 PM

Can't find anything in the comment via search, so I'll ask myself. 
Does the rework from January make it so that Bauxite now spawns as well? Aka is this fully "playable" ?

Not that it ever stopped me, I am a CR addict in both Block games...

💬 quihyr, Mar 2nd at 11:36 AM

Too bad the mod is incompatible with older versions of this mod, guess I'll create a story around the chunk seams.

💬 DarkThoughts, Mar 1st at 6:58 PM

Alright. I think I figured out the structure spawn issue with Better Ruins. The boulders I found were from Geology Additions. The mod must add a lot of them as structures and the Better Ruins structure spawn slider must affect all structures, regardless of origin. So what happens is that the boulders heavily dillute the structure spawns, causing you to only rarely find actual ruins, and it mostly being vanilla ones which afaik spawn the most frequent (aside from the boulders), making Better Ruins structures extremely rare.

Edit: Also, Conquest Landform Overhaul's suggested River settings create a lot of empty riverbeds between the river origin and the actual lake it comes from.

k1ngofpentacles

In case you use Geology Additions too, or other mods that may add "structures" you weren't aware of.

💬 DarkThoughts, Mar 1st at 1:38 PM

I don't know if this also is an issue with blue clay but you may want to look at this: https://mods.vintagestory.at/sealevelfix

It would explain the lack of almost any surface ore bits I encountered, and I have yet to find blue clay in any of my test worlds. Only found the occassional red clay, but even that seems kinda rareish (but maybe that's also the case in vanilla).

💬 k1ngofpentacles, Feb 28th at 11:38 PM

I found one of the graves from Better Ruins, so they are spawning, just not with a lot of frequency, which I'm honestly okay with.

💬 DarkThoughts, Feb 28th at 5:41 PM

Alright. I did some more testing and it seems the issue lays in a much more dilluted "structure" pool of the Better Ruins mod. I cranked up the spawn chance to maximum and it turns out that above ground all those big boulders are actually "ruins", or at least things that the mod spawns in, which takes away the spawn chance of actual ruins. Also, below ground there's likely a lot more small ruins now, but it looks like those small cave pockets with the glow worms or the ones with the stalagmites & water inside of them are also from Better Ruins and end up spawning all over, or rather below ground. I then went back into my previous test world to double check if there's a bunch of those rocks around, and they are.

So I guess I just got repeatedly unlucky with the spawning, or they have to work more on their weighting of those rocks so that they don't eat up all the "ruin" spawns. I'll give them some feedback for that.

k1ngofpentacles

Tagging you too. Look if you see those big surface boulders around (not the one from the Rivers mod), or those little cave pockets (creative F3 until you noclip and then look below ground).

Edit: Aaaaaaaaand the mod author has no idea about boulders. I'm gonna throw the towel for now as I'm too tired to deal with this today.

💬 DarkThoughts, Feb 27th at 7:40 PM

CreativeRealms

Just did another world, same mods, same world config, and I spawned almost right next to a mega structure (I reduced the spawn distance to 0). I'll check that world and whether regular structures spawn as well, but usually I'd find a lot of them when traveling even on default settings and I had several worlds now where I traveled thousands of blocks without finding any anywhere. Not sure what's up with that.

💬 CreativeRealms , Feb 27th at 4:58 PM

I just loaded both mods together and found a BetterRuins ruin instantly so I'm not sure why it's breaking on your end. As for ponds, I think those are added to the world gen via code and are not something I can change with JSON. DarkThoughts

💬 DarkThoughts, Feb 27th at 2:30 PM

I don't seem to be able to find any ruins from Better Ruins either. Only vanilla ruins and dungeons from the Dungeon mod. I even cranked the spawn rate up a lot too.

Also, how do I reduce all those ponds everywhere? I tried reducing the small lake spawn chance but that does not seem to do anything either.

💬 CreativeRealms , Feb 26th at 1:31 PM

It should be. Are you getting structure related error messages on startup? k1ngofpentacles

💬 k1ngofpentacles, Feb 26th at 6:03 AM

Is 1.0.1 compatible with the latest version of Better Ruins? I've yet to find any of the modded structures yet.

💬 CreativeRealms , Feb 24th at 1:04 PM

I'm sorry to hear that but I don't know what could be causing it. Lotan

💬 Lotan, Feb 24th at 12:27 PM

this mod seems to cause my vintage story to use massive ammounts of ram to the point it becomes unplayable, without this active the game runs at reasonable ram levels.

💬 Mendall, Feb 19th at 9:41 PM

You know where this mod really shines? It's the fact that there are still some unpassable areas. I had been using terra pretty. And I loved the look of the world. But with it, there are no areas anywhere you can't just walk up and over. So it always felt a bit cheety. This is just as beautiful, but there are still areas you have to go around because they are unpassable. That somehow makes the world seem more real. Ill pop on discord and leave a few pics when I get the time. Ill pic the best so you are not flooded lol. The second to last pick you posted where the fog is laying in the valley is really a great shot. Even has the hyenas in the foreground.

💬 CreativeRealms , Feb 19th at 6:51 AM

You could post a link here or send them to me on Discord. Whichever you prefer. Mendall

💬 Mendall, Feb 19th at 2:10 AM

I just walked all the way to the equator in a world with this mod, taking screenshots all the way. Wow, this makes a beautiful world. I am running ALL the animal and plant mods as well. There are 278 screenshots in all. So if you want some shots to add in place of those foggy shots above just let me know where to send them lol. CreativeRealms

💬 CreativeRealms , Feb 14th at 9:49 PM

Vanilla has this weird thing where sometimes it spawns you in weird places. Normally I fly around a little bit and find a nearby continent where I can start rather than making a new world each time. However, if you want to mess with some settings you can use this guide but note that it won't have the same effect as vanilla. Whatever you do, don't change upheaval as it will cut off the tops of your mountains. Ninatbutter

💬 Ninatbutter, Feb 14th at 6:33 PM

Hi, im pretty new to playing modded for this particular game.. but ive noticed most worlds i start with the setting listed above (And setting world height to 320 of course) that MOST worlds are just tiny islands with big vast oceans. And in just one world I spawned underground. Am i doin something wrong? Are those default setting listed meant to make tons of tiny islands on most saves? Using it with the Conquest Blocklayer mod too. I want oceans I just dont want.. only oceans? How should I adjust the settings to not remove the oceans by any means, just spawn in them less often? I apologize for my incompetence. For reference i use EXACTLY these settings:

  • World height: 320
  • Landcover: 70%
  • Landcover scale: 200%
  • Upheaval rate: 0%
  • Landfom scale: 160%
💬 CreativeRealms , Feb 14th at 6:05 PM

Yeah that's what I generally use but the time I found it at 320 was random and without it enabled. I think it's a vanilla issue because the Y values they have blue clay set to seem to be at world height (y0.9-1.0) rather than water level (y0.5). DarkThoughts

💬 DarkThoughts, Feb 14th at 5:43 PM

CreativeRealms

The Block Overlay mod is great for testing stuff like this. Terrain mods that flatten & smooth out the terrain make it simply much harder to find things like clay, or even worse, high fertility soil. I was convinced there was no terra preta around either (before the changes to it) with another terrain mod and it turns out it just is basically invisible since it almost never ends up at a block edge and the top side is looking all the same. You really have to hover over the ground and pay attention to the names at the top. I know there's a mod that makes it emit particles but that's way too much imo. I'd rather have a mod that makes the grass maybe a bit greener or spawn some specific flowers on top of them or something.

💬 CreativeRealms , Feb 11th at 7:58 PM

After some investigating, I found blue clay when my world height was set to 256 (default) but I have yet to find any when it is set to 320. I think it's a height setting issue rather than an issue with my mod specifically.

Edit: Today while flying around randomly testing other things I found a patch with 320 world height so clay does show up it's just incredibly rare. Xns Oulana

💬 Xns, Feb 11th at 6:25 PM

I am going to throw in also and say that I am finding it impossible to find any blue clay. I've made several different worlds now in search of it and I am still coming up with nothing in thousands of blocks.

💬 lainbug, Feb 9th at 9:14 AM

By far my favorite world gen mod.  I got really lucky and rolled a seed for a really perfect wizard tower location.  For anyone who wants to explore the area, the seed is 475450998.  

It's an island with a steep plateau at the center, within a lake surrounced by mountains on all sides.  I did a bit of terraforming on the plateau itself for a more pleasing outline & more room to work.  It's in the center of the huge lake north of spawn.  Theres a center crevice on the north east side of the plateau that I used to carve my way up. 

Island with a steep plateau at the center, within a lake surrounced by mountains on all sides.

💬 Oulana, Feb 8th at 10:26 PM

ah, thank you, guess I've just been incredibly unlucky then ^^

💬 CreativeRealms , Feb 8th at 6:09 PM

No all the mod does is change the shape of the landforms. It does not touch the code that affects clay spawning. Oulana

💬 Oulana, Feb 8th at 5:12 PM

 Hello, I was curious if there were changes to where and how the different types of clay spawn with the landform mod? Could just be unlocky but noticed the last two maps I've been on with it, I find red clay quite easily all over the place within a couple thousand blocks of spawn and can't seem to find any blue clay at all. thank you.

💬 Mysterius, Jan 31st at 7:50 PM

Very, very nice world gen. Thank you !

💬 Mendall, Jan 30th at 11:56 PM

I would so love that, make it a long one. VS is beautiful any way, it's worth a good nature fly over video.

But I'm planning to make a temp world this weekend, so ill see it soon anyway.

Always thank you for the efforts.

💬 CreativeRealms , Jan 30th at 11:31 PM

I might just upload a YouTube video at some point that showcases things. Would probably do a better job than pictures anyways. Mendall

💬 Mendall, Jan 30th at 11:23 PM

Need some screenshots without all the fog and weather. It's hard to see the terrain generation.

I'm always interested in a new terrain gen mod, but I would like to see some expansive vistas to compare. All I see is weather.

Will probably try this nonetheless on a temp world. Since I can't start my play threw till wildcraft trees is updated anyway.

 

💬 Kasuxae_Xaesys, Jan 30th at 10:58 PM

That makes sense, Thanks for the very quick response! CreativeRealms

💬 CreativeRealms , Jan 30th at 9:36 PM

Landforms don't affect the blocks that generate on top of them so this mod by itself would be unable to create beaches exclusively with sand/gravel. Kasuxae_Xaesys

💬 Kasuxae_Xaesys, Jan 30th at 8:58 PM

In relation to the thread on discord with rivers causing void chunks without any other mods installed, It seems to be true!
I was testing a world with a few mods, and when I created it, The world was empty.
Even after removing all my mods excluding rivers, the issue persists.
It seems to be an issue with certain seeds because when I changed the world seed by directly modifying the world file, chunks started to generate if I went away from the previously void chunks.
Do not quote me on that because I could be entirely wrong. I even added all my mods back and terrain still generated like it should.

On a different note, This landform mod is incredible!
The only things I could really say is to make it so there arent such abrupt changes from grassy hills to ocean if possible. Maybe adding some system to make sure there is a beach of some kind like stone or sand/gravel before an ocean.
And maybe a little more information on what each setting does.

💬 CreativeRealms , Jan 28th at 5:17 PM

Yes they are but you are free to play around with them if they don't fit your playstyle exactly. Mysterius

💬 Mysterius, Jan 28th at 3:52 PM

Are the recommanded settings in the description up to date ?

💬 CreativeRealms , Jan 28th at 12:58 AM

The numbers themselves are pretty arbitrary but think of them as literal weights. If mountains and cliffs both have a weight of 2 they will have an equal chance of generating. If you set canyons to 3, then mountains and cliffs will still have the same chance of generating as each other but both will have a lower chance of generating than canyons. If you have a really high number and most of the other numbers are low then (assuming they down't have restrictions such as temperature) the landform with the high number will overide the rest of the landforms making it so they are incredibly rare. Avia_

💬 Avia_, Jan 27th at 7:46 PM

Really nice mod! I was just wondering what the 'weight' variable does and how to interpret it? All the standard values are already pretty low and I'm worried I'd break the mod if I put in a very high value.

💬 CreativeRealms , Jan 27th at 4:17 PM

There was a discussion in the Rivers thread on Discord where someone was getting chunk errors with only Rivers installed and everything else being vanilla so it could be a weird Rivers specific bug that only happens occasionally. Jaidaken

💬 Jaidaken, Jan 27th at 1:38 PM

The newest version on 1.20.3 seems to be having issues with the Rivers mod. I am getting lots of bad chunks that disect the world down to bedrock whenever large rivers try to spawn.

 

 

💬 Gallant, Jan 26th at 2:59 PM

We may have just gotten unlucky, possibly the chunks loaded in too fast or they loaded while the game was lagging or when I was restarting the world to let friends in. I'm looking around on some test worlds with different world gen configs to see if I can recreate it but haven't seen anything so far. I appreciate you checking though, really enjoying the mod either way, its incredibly good work and I cant wait to see the rebuild and what you do with it. CreativeRealms

💬 CreativeRealms , Jan 26th at 2:38 PM

I flew 8k blocks in each direction with both the landform overhaul and Rivers installed on 1.20.3 but was unable to recreate any chunk errors. I have no idea why it would be happening on your end. Gallant

💬 Gallant, Jan 26th at 2:02 PM

Started using the mod with some friends yesterday and were loving it, however, we did notice some generation errors. Sheer chunks formed with straight walls here and there, and one area did diagonally for several chunks in a row, about 12 from the looks, and were not sure why, I haven't seen anyone else reporting issues like that so far. Currently on update 1.20.3, and also using the Better Ruins and Rivers mods as the only other mods to affect world gen but everything is set to the recommended settings for Conquest with Rivers included though we did lower the landform scale from 160 to 120. I wouldn't think that would cause that, but I won't rule it out. It was used to form a fresh world on the update as well. Just wondering if anyone else has experienced this issue and may have a solution or if maybe it's a new bug potentially. 


image

💬 Thalius, Jan 14th at 4:39 AM

I have a new favorite landform mod, it seems. Very nice looking world, and I love the transitions.

And paired with Rivers, it just looks fantastic. Some wonky overhanging issues in a few places, which is a characteristic of the mod so far, but it seems very rare.

Also excited to hear the natur pack project has been bumped up! Looking forward to seeing all of these modules working together.

 

💬 TRexTheHunter, Jan 12th at 5:38 AM

Very happy with the polish looks it gives you. Flew by 8k south and took a look here and there. The new textures are fun as well. It does give it a "new feel" look to everything. Thanks and all the best!

💬 CreativeRealms , Jan 11th at 3:06 AM

The community test server hosting the new and improved version of the Conquest Landform Overhaul mod is now online! Everyone has the ability to play in survival (to test how the terrain feels) or creative (to fly around and see how it looks). Enjoy and don't forget to leave feedback before the full release!

💬 Vilderos, Jan 7th at 1:31 PM

Looking forward to the remake

💬 CreativeRealms , Dec 29th 2024 at 11:33 AM

I've decided I'm going to be remaking the Conquest Landform Overhaul mod from scratch. I wasn't 100% happy with it and found a better way to accurately visualize changes to the code.

It will probably take a bit until I finish but hopefully the effort will pay off.

💬 CreativeRealms , Dec 20th 2024 at 2:44 AM

Very odd. Not sure if it's the fault of the mod or the structure but probably the latter if it only happens there. Glennui

💬 Glennui, Dec 19th 2024 at 11:21 PM

I actually just tested this out on 1.20.0-rc.5 and it works fine for the most part, but the mountains around the Resonance Archive have a flat top nowhere near world height. They're still accessible so it's ultimately a pretty trivial issue that won't stop me from using the mod but it did cause a double take. This was using the recommended settings above.

💬 CreativeRealms , Dec 6th 2024 at 4:25 PM

Just wanted to add a note here, the existing version of the mod is compatible with v1.20 and all the landforms required for the story structures are in the mod.

As such, I don't expect any bugs to be introduced in v1.20 (and I haven't encountered any when testing the mod myself) but if you notice any let me know and I'll look into it.

💬 CreativeRealms , Feb 11th 2024 at 4:19 AM

I seem to have mixed up the devs of Better Traders and Trader Camps. Basically ask the latter. 😅
Aldor

💬 CreativeRealms , Feb 10th 2024 at 2:57 PM

Also just realized I forgot to answer your other question. At least based on a cursory glance at the JSON files in the Trader Camps mod I don't see anything that would break the terrain. With that being said, there does seem to be code which I don't know what it affects and maybe does something unintentional with the landform file. Either way you should ask NiclAss because it's likey a bug introduced on their end and not ours. Aldor

💬 CreativeRealms , Feb 10th 2024 at 2:51 PM

Tyron is already aware of this mod because he was watching my livestream while I was working on the terrain. :P

As for your second question, the 1:1 version of Conquest will use assets taken from us by Medival Fashion but it doesn't mean that we are making a new Medieval Fashion mod. Many of the assets (not including the ones ripped form CR) were made by Ruddi and would not be included in our mod. Aldor

💬 Aldor, Feb 9th 2024 at 4:19 PM

I saw your comment on here about making a 1v1 of the Conquest Reforged mod. Will need to look it up still, BUT, recently found that the Medieval Fashion mod was removed because of copied material from Conquest Reforged. If given proper permission, does this mean you guys will be introducing a new 'Medieval Fashion' mod at some point too?

CreativeRealms

💬 Aldor, Feb 9th 2024 at 4:02 PM

This is BY FAR the best mod right now for terrian generation. In my opinion, THIS is what the vanilla game generation should be. Definitely showing this to Tyron. 

With that, question - any hopes of getting the 'Trader Camps' being compatible with this? Seems right now that Trader Camps alters generation, so messes up this mod.

💬 CreativeRealms , Jan 27th 2024 at 5:23 PM

I have not tested it but the Rivers Mod claims to be compatible with everything so thoretically it should work. As for which landforms I removed, I don't remember. I kind of just went through and got rid of anything that could not be improved via simple edits.

Personally I like setting upheaval to 100% and landform scale to 20% but the vanilla values work too. I think the setting that makes things look "bad" if it's too high is world height so I personally use 320. Zoomer88

💬 Zoomer88, Jan 23rd 2024 at 11:22 AM

Will this mod work with the 'Rivers' mod? Or 'Rivers' changes the aforementioned landform file? Also, which landforms are being removed?

Oh, and also which landform scale/upheaval rate would be deemed as high? Like, a maximum value? Or simply not lower than default?

💬 CreativeRealms , Jan 20th 2024 at 2:25 PM

All it does is change the shapes of the landforms which only requires modifying a single file. Meteors shouldn't be affected at all by it. Cian

💬 Cian, Jan 19th 2024 at 1:42 AM

Does this affect generation of meteor impact sites, or have I just been unlucky?

In my last game I was able to identify meteor craters pretty regularly based on the shape of the terrain, and after a bit of exploration I had 40+ meteoric iron bars. In my newest game, with this mod being the only mod added, I haven't managed to find a single one. All the small depressions I have found turned out to be natural and not contain any meteor.

This is in version 1.18.15, I'm still waiting for some other mods to update.

💬 Vilderos, Dec 17th 2023 at 8:49 AM

The best landform overhaul!

💬 McTaco, Nov 1st 2023 at 4:22 AM

I had to travel like 5k to find sandstone, claystone and therefore borax. But it is there.

💬 CreativeRealms , Oct 28th 2023 at 3:26 PM

This mod does not affect rock spawn rates. Maybe you are confusing it with the Nature Pack? McTaco

💬 CreativeRealms , Oct 17th 2023 at 8:55 PM

Glad to hear you are enjoying it. Telemachus

💬 Telemachus, Oct 17th 2023 at 2:16 PM

Best world gen mod that I've tried. Previously used Plains n' Valleys in my last playthrough. But from my testing, this mod is the way to go. 

I've tried the world gen settings from FinkThinker, and the author. They're both great!

💬 FinkThinker, Jul 22nd 2023 at 5:31 PM

Tried 320 height, 40% upheaval, 150% landform scale

OCEANS: 80% landcover, 100% distance between land.

This gives really good generation IMO.  Thanks much for this!  The developers should take a look at what you did here!

💬 CreativeRealms , Jul 21st 2023 at 5:37 AM

I've started playing with 320 world height, 100% upheaval rate, and 150% landform scale and it looks really good.

FinkThinker

💬 FinkThinker, Jul 21st 2023 at 2:41 AM

Any recommended world-gen settings or just leave it standard?

💬 WeedusFetus, Jul 18th 2023 at 8:17 PM

okay! did not know that, thats unfortunate I have a great starting location and already put 16 hours into this world, but the map is so nonimmersive

💬 CreativeRealms , Jul 18th 2023 at 7:40 PM

You shouldn't use multiple mods that alter landforms as they all change the same file which will cause things to break. You should test them out individually and then pick whichever one you prefer.

WeedusFetus

💬 WeedusFetus, Jul 18th 2023 at 7:28 PM

Im using this, plains and valleys, and worldgen fix, my maps regions looks "chunky", like each different climate region looks like its confined within chunks and not just randomized topography. hard to describe with words, heres an image; https://ibb.co/v4W31nG. Im also using a lot of other mods, but these are the only worldgen ones I could think of

💬 CreativeRealms , Jul 17th 2023 at 11:09 PM

I have a limit of 10 images but the jungles don't have any unique landforms that I'm aware of. Basically the landscapes that you see in the screenshots are the same as what you'd find in the jungle besides the foliage that covers them. If you make a new world and set polar-equator distance to 5,000 then fly around in creative you should be able to get a pretty good idea of how jungles look before comitting to using the mod in a playthrough.

Mendall

💬 Mendall, Jul 17th 2023 at 4:59 PM

I now use worldgen fix. And it does most of what I wanted, like ridding my world of floating islands and making mountains more real looking. But I have always wanted to build in a jungle area in VS but after several worlds and two different worldgen altering mods it seems that the world gen around jungles in always ugly. Could you include some pics of jungle areas? I might start a new world if I find a mod that changes jungle generation in a good way.

 

 

💬 CreativeRealms , Jul 16th 2023 at 8:17 AM

Yes our goal is to make a 1:1 port of Conquest Reforged in Vintage Story as well as implementing a complete survival overhaul to compliment it. That means all the blocks and items will (eventually) be added and if all goes well we may even be able to look into a world converter so that people can transfer their Minecraft builds to VS.

DungeonSiegeWolf

💬 CreativeRealms , Jul 16th 2023 at 8:12 AM

I loaded up Plains and Valleys to check and it seems like it focuses more on reducing the occurrence of specific landforms while this mod prioritizes changing the landforms themselves to be more realistic looking. My goal was to fix landforms that were too billowy (blobs), had harsh transitions, and to touch up some that had too much noise or too little detail. P&V ultimately does what it claims to do and makes the world less chaotic in most areas but it doesn't stray as far from the vanilla aesthetic as this one does.

QuakingDoom

💬 DungeonSiegeWolf, Jul 16th 2023 at 2:16 AM

Love seeing Conquest stuff being added to VS! Will the eventual nature pack include new custom plants, like in the Minecraft version of CR?

💬 QuakingDoom, Jul 16th 2023 at 1:12 AM

This looks reallly good. I'lll give it a try on my next playthrough. How does this compare to Pllains & Valleys? Any pros & cons? Any particular things that make it different/better/worse than P&V?

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