Mods / Conquest Nature Pack [pre-Alpha]
Author: CreativeRealms
Side: Both
Created: Aug 7th 2023 at 7:27 PM
Last modified: Aug 14th 2023 at 3:54 PM
Downloads: 3798
Follow Unfollow 123
Latest file for Various v1.18.x:
Conquest Nature Pack v0.0.4.zip
1-click install
The Conquest Nature pack is part of a series of add-on mods designed to completely overhaul Vintage Story from the ground up. In this case, it is being taken quite literally.
Whilst still being early in development, a number of key features have already been implemented which will both increase the aesthetics of the world itself and provide the foundation for new content in future versions:
In order to give the world a more realistic and immersive feel, vanilla landforms have been heavily modified to reduce noise and bumps in the terrain while adding more detail where needed. [Code]
For best results it is recommended to set your world height to 320 and increase both the landform scale and upheaval rate.
The nature pack adds 87 new rock types alongside a number of gravel and sand variants to the world. While they will eventually be able to be crafted into numerous building blocks in the future, their current implementation is limited to hosting ore deposits with the exception of some vanilla variants which can be ground up for resources or knapped into tools. [Code]
A full list of rocks and their properties can be found here.
Some other notable changes include:
- Addition of rock resistances: Rocks may be easier or more difficult to mine based on their composition. [Code]
- Modified mining tiers: Soft rocks can be mined prior to the smelting of copper tools. [Code]
- Flint deposits: Can now only be found in associated sedimentary rock (not including surface flint). [Code]
- Speleothems: Only spawn in calcium rich rock (with the exception of andesite and granite until underground vanilla structures are updated). [Code]
- Marble: Now spawns in rare supermassive deposits to encourage the creation of player built quarries. [Code]
With the addition of new rocks comes the modification of existing rock strata. Both vanilla and various modded rocks act as host rock for variants of the same type (as an example, columnar, porous, and weathered andesite will now spawn in vanilla andesite). This change is both designed to make the terrain more visually engaging and cave exploration a bit more interesting. [Code]
Planned features:
- Implementation of new dirt, gravel, sand, and clay blocks
- Improved rock generation (costal rocks near water, magma blocks near lava, salt flats, etc)
- More advanced rock strata
- Cave overhaul
- Improved biomes and groundcover
- New plants and crops
- Custom tree generation including 3D branch models
In order to have consistent texture and asset styles it is highly recommended to use this mod alongside the Conquest Reforged resourcepack
If you have feedback or would like to report bugs/issues please do so on our Discord server here.
WARNING: Using this mod in existing worlds will cause chunk errors. Either create a backup or (preferably) start a fresh world before playing.
If you are using this mod alongside other mods you may go over the texture atlas limit which can cause texture issues. To fix them go to your VintagestoryData folder and change the atlas size in clientsettings.json:
"maxTextureAtlasWidth": 8192,
"maxTextureAtlasHeight": 8192,
Enjoy!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.4 | 3618 | Aug 14th 2023 at 3:54 PM | Show | Conquest Nature Pack v0.0.4.zip | Install now |
ChocolateLovely not yet. It won't be until the next version that it gets fixed.
Has there been any update on the state of Bauxite? I used to use this; but if I can't progress to steel withouch cheating, then this is dead to me.
No we are still focusing on the resourcepack and won't be updating this for a while. In the meantime (while it isn't ideal) you may just want to spawn some in using creative mode. MarleyMog
Any updates on how this mod effects Bauxite spawns? We have been flying around for days IRL and cant find -any- Bauxite anywhere. It's a necessary step towards Steel production so without it we've been entirely stuck in terms of progression.
We've temporarily switched our focus to updating our resourcepack for 1.19 and after that is finished we will get beck to working on this again. b0b4444
CreativeRealms Is there any update on the compatibility patch? Is that still on the horizon?
Please add lang file (link)
Just an FYI, we will be shifting our primary focus back to the resourcepack for now as we work to implement connected textures as well as add new models and make various QA improvements to our existing content. As such we do not yet know when the Nature Pack will be updated to 1.19 considering a large portion of it will need to be redone as well. It is possible we may release a small compatibility patch just so that it will work without errors on 1.19 to give people the ability to use it while we work on releasing our stable versions.
Can you try it by itself and see what happens? Arkilliez
when i make a world with a seed it seems to be using vanilla world gen
Works for me and I prospected both vanilla and modded blocks. If I had to guess there is some other mod on that list which is breaking things. Partexedd
Plains and Valleys breaks the custom terrian generation in this mod when both are used together but I doubt it would affect ore readings. Basically what my patch file does to coal is it changes what rock types coal is able to spawn in and nothing else. When I find time I'll see what happens when I prospect with and without the mod installed. Partexedd
I don't think i'm using other mods that could be causing Bituminous Coal to not get marked i found a chunk that had various deposits by pure luck but it's only marked for Zinc and Bismuth using prospector info, also wanted to say that i'm combining it with plains and valleys but i don't think it could affect the ore generation either. Just in case i'll send a screenshot of the full mod list but most of these shouldn't affect.
Regarding marble appearing prospectable i have this screenshot (also wanted to add that i found bauxite today after reparing my 13th translocator, so yeah it's definitely way harder to find compared to vanilla)
The mod adds a lot more rock types so it's possible that there is a reduced chance of finding bauxite compared to vanilla. I can increase the spawn rate which would hopefully fix the issue. Also, I looked into the prospecting problem (just coal not marble yet) and my patch shouldn't affect it at all as it doesn't touch the ore map. Are you using any other mods in addition to this one which could potentially cause it? Partexedd
Also wanted to ask is bauxite harder to find with this mod? I can't seem to find it anywhere despite travelling for thousands of blocks in all directions even using translocators
Thanks I'll look into that. Partexedd
When prospecting chunks Bitumimous Coal doesn't get marked and marble gets marked but isn't defined correctly.
The best way would be for someone from the community to recolor vanilla textures to fit the new rock types and then release that as an add-on mod. Technically it's quite simple but not something we are planning on doing on our end. YOHarbinger
No the landform overhaul was a test for this mod and is included. Moon_Dew
Hey, I've recently just tapped into this mod and love the generation! This stuff is absolutely gorgeous. However, I was wondering, if there'd be a good way for us to get a version where the new stone types are textured in a more vanilla way? The textures look great, but as a player who much prefers the vanilla appearance of the game, I'd love to have my cake and eat it, too. Thank you for an excellent mod, either way.
Do I need your Landform Overhaul mod if I have this?
If you are having difficulty getting the world to load at 320 you should keep it at default values. The mod adds significantly more blocks to the terrain than vanilla and does impact performance as a result. In terms of missing textures/blocks you will need to be more specific so that we will be able to look into the issue.
I have created a bug reports channel on the discord server if you want to post images and more detailed information there. znatik
Hi all . When I see something new, I am so happy. your talent is endless. Now about mistakes. The reaction was interesting. The new world with a height of 320 did not want to load. Then it did with difficulty. All the clicks were very slow. With difficulty I chose everything for my seraphim. After the conflicts in the game itself became global. I had to change a lot in the setting for graphics, it affects my laptop as well. Block textures are missing. Many mod textures are broken. Guys, why are you removing the most beautiful and spectacular blocks. My garden paths and buildings changed for the worse. And everyone liked them so much.
Currently there are very few mods that change world gen to the extent that we do so conflicts should be minimal. Of course that is likely to change the more we modify but we do try to be as careful as we can while patching to keep everything as compatible as possible. If you do find issues while using this with other mods let us know and we can always try to fix them. FinkThinker
The underlying cool features like the strata is really, really neat. My only concern is how well the massive amount of new rocks added can integrate with both mods and vanilla content.
We are a bit lacking in the coding department on the dev team so unfortunately we are unable to add more complex terrain gen than what is currently possible using vanilla code but hopefully one day that will change and it will be possible to implement such features. C0ffo
This is the biggest mod that changes the generation of the world, so I'm really looking forward to it. But will the generation of islands / continents be changed? What about rivers?