Mods / Fields and Plateaus

Category: #Worldgen
Author: Tentharchitect
Side: Server
Created: Apr 20th 2023 at 2:14 AM
Last modified: Oct 19th at 5:56 PM
Downloads: 6057
Follow Unfollow 175

Latest file for v1.20.0-pre:
Fieldsandplateaus-v1.0.3.zip 1-click install


Designed to create wide open spaces and flat hill tops perfect for mega projects, this mod is intended to work along side the new upheaval system so you can control how mountinous a given save file will be. Most of the landscape will be made up of flat lowlands, plains and highlands dotted with lakes and plateaus, with mountains and noisier terrain occuring only rarely.

While possible to use on old worlds, it is highly recommended to start a fresh one and to stick with only one version of this mod. 

This mod is a landform mod, and therefore not compatible with other landform mods, but should work with other worldgen mods.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.3 559 Oct 19th at 5:56 PM Show Fieldsandplateaus-v1.0.3.zip Install now
v1.0.2 4032 Aug 21st 2023 at 8:43 PM Show Fieldsandplateaus-v1.0.2.zip Install now
v1.0.1 876 May 3rd 2023 at 6:37 PM Show Fieldsandplateaus-v1.0.1.zip Install now
v1.0.0 590 Apr 20th 2023 at 2:19 AM Show Fieldsandplateaus-v1.0.0.zip Install now

28 Comments (oldest first | newest first)

💬 TentharchitectAuthor, Mar 10th at 6:06 PM

Mirok

I have no idea how one could do that, but both of those mods have the same landforms, just as different percentages of the world. This one has fewer mountains, more plateaus and fewer hills than P&V. If you wanted a mixture of the two you could go through the landform file and change the weight of each landform to the average between the two mods.

💬 Mirok, Mar 10th at 6:37 AM

Tentharchitect

 

Is it possible to somehow combine the "Fields and Plateaus" and "Plains and Valleys" modes so that the boundaries of tectonic plates in the form of mountain ranges, valleys and plateaus turn into fields, plains and pastures?

 

Можно ли как-то объединить моды "Fields and Plateaus" и "Plains and Valleys" чтобы границы тектонических плит в виде горных хребтов, долин и плато переходили в поля, равнины и пастбища?

💬 TentharchitectAuthor, Feb 17th at 4:02 PM

The only way I can picture getting an accurate average would be to tally up the weights of all the hill and mountain land forms and see what percentage that is out of all the weights of landforms. Then you'd need to multiply the distances by the landform scale since that will alter the distance between landforms

💬 NerdlinGeeksly, Feb 17th at 6:47 AM

does anyone know how far apart on average hills and mountians are wil this?
I do like my hills and mountains but also like decent low lands as well, just trying to figure out if this strikes a nice ballance without there being vast distances between my hills and mountains.

💬 Soleia, Oct 13th 2023 at 5:25 PM

Ery 

Don't worry, I tried it before, it actually looks really cool with the Geology Additions mod!

💬 Ery, Oct 1st 2023 at 11:02 PM

Thank you so much Tentharchitect! I do not understand the coding side of this...or any game lol 

💬 TentharchitectAuthor, Sep 30th 2023 at 2:35 PM

It should work, rock generation is different from landform generation!

💬 Ery, Sep 30th 2023 at 12:55 AM

Do you know if this would work well with Geology Additions? I love the land generation of this mod but was looking to possibly add the geology additions mod for more building material variety if it won't mess up the algorithms your mod uses for landscape generation.

💬 TentharchitectAuthor, Sep 25th 2023 at 12:50 AM

Rain is not tied to landforms. You'll get flat deserts from time to time unless you set your world to humid

💬 Malik, Sep 25th 2023 at 12:49 AM

Tentharchitect   Is the rain tied to the landforms, cause it normaly rains a lot around anywhere flat?

💬 TentharchitectAuthor, Aug 31st 2023 at 3:49 PM

They both use the same landforms but have different ratios. A higher percentage of the world will be made up of flat low lands, wetlands, and flat plateaus in this one, and in Plains and Valleys mountains, hills and more extreme altitude landforms are more common.

💬 Jimzawy, Aug 30th 2023 at 7:58 PM

Just sincerely curious, what is the difference between this mod and Plains and Valleys? If I may ask

💬 breeze108, Aug 26th 2023 at 5:33 PM

I got these numbers from Zinloz on Vintqage Discord and they made just what I was wanting.  Landcover 90%, Land scale 50%, upheaval rate 20%, landform scale 50% 

💬 breeze108, Aug 26th 2023 at 4:49 PM

I got these numbers from Zinloz on Vintqage Discord and they made just what I was wanting.  Landcover 90%, Land scale 50%, upheaval rate 20%, landform scale 50% 

💬 TentharchitectAuthor, Aug 25th 2023 at 7:39 PM

I don't at the moment. But raising the landform scale and reducing the upheaval will give you the best chances of wide flat areas. You'll still get some hills with this mod but far less than the base game.
Also, make certain you aren't using another landform mod, it's possible you have one that has more hills active at the same time and it is overwriting this one.

💬 breeze108, Aug 25th 2023 at 5:13 PM

Do you have the numbers you used to create the world in the photos? Landcover,land scale, upheaval, land form scale.  I can't get waht yours looks like and I've must have created 20 different worlds, using the same seed, different numbers, just so I can see the differences. Everything is excessavely hilly.

💬 TentharchitectAuthor, Aug 25th 2023 at 3:28 PM

I know the feeling Bl0ckparty! Haven't gone back to vanilla landforms since making this mod and Plains and Valleys.

💬 Bl0ckparty, Aug 25th 2023 at 5:27 AM

How many times do I have to create a Customized World just for it to be a horrible spawn?  Arrrggghhh!!!  Just.  Give.  Me.  Flat.  Land !!  LOL  Tentharchitect, thank you so very much for making this mod!!!

💬 Vortaine, Jul 1st 2023 at 9:01 PM

Haha, I'm most certainly overthinking it.  It comes with the hobby, ^_^.  I'll give your plains and valleys a go too, it looks great.  Thank you so much for your time.

💬 TentharchitectAuthor, Jul 1st 2023 at 2:38 PM

I believe you're over thinking it. There's no height map based generation, the terrain generated outside that box has no lingering trace from my mod once the mod is disabled, the landforms are completely generated by the base game file my mod overwrites, or any other landform mods you might have installed. The terraced mountain landform is a new landform added to the base game 1.18 
I think what you're looking for is something closer to my Plains and Valleys mod, as the terraced mountain is much more common in that one as opposed to this. 

💬 Vortaine, Jun 30th 2023 at 10:22 PM

Ah, so more clearly I was wondering what was going on with how it interacted with the region (the big square) and if there was a way to use whatever the heightmap routines were for shape/size (from the mod) but still using base game values for the heightmap's normal output.  Hmm, maybe an example would be: your mod is like a stencil that replaced the game's stencil for terrain (the shaping of landforms and how they blend with others) and with it installed it only pours so much into the heightmap in certain places and less in others to generate your awesome terrain.  When I removed your mod the stencil for that one region remained the same (because your mod permanently changed that region's shaping algorithm?) but the game's base terrain generation which was freed up now to pour more or less into it in places made that awesome terrain look like what I'm searching for.  For some reason all the landforms are taller and blown up with that great looking terrace effect inside the square (the region that was affected by the mod) but outside of the region the mod affected they're slimmed down and withdrawn in size (non-modded base game generation).  I was wondering if it was possible to simulate how the mod was interacting with the base game generation inside the square but without the values from it modifying anything beyond how the base game ran with them in it.  I apologize if I may be overcomplicating this, it's hard for me to be any clearer.  😔  I'm a WorldMachine nerd so naturally this topic is heavily on my radar (bugging me a lot, xD).  I really appreciate your time/input on this topic and I truly hope you don't think I expect you to do anything with this other than help me put my mind to rest.  (I mean if you could make a fork that did what I'm looking for it'd be awesome and I'd buy you a pizza for sure.)

💬 TentharchitectAuthor, Jun 30th 2023 at 6:15 PM

Glad you're enjoying it, but I'm afraid I don't follow what you are asking for? You saw terrain you liked in the base game world generation that you also want included in this mod? I can't tell you what landforms those are based on screen shots, but if you use the command /wgen pos landform, you can check what landforms your current location is made up of. 

💬 Vortaine, Jun 29th 2023 at 5:18 AM

So first, thank you so much for this mod.  I've been really enjoying your work.  Secondly, I have a predicament....  I created a world with 80% Landcover, 400% Landcover Scale, 0% Upheavel rate and 100% worldattribute-landformScale.  I used the seed 1123581321.  I generated the map and then decided to take out the mod to test what the difference would look like.  I then went past the tiny little area I had generated to see amazing terrain I so badly want but upon exploring further it seems that the change is only in what I would assume is one the world's many "region" areas of chunks.  There is a clear border and size to this area on the map and the terrain outside of it is severely tamed down compared to how amazing this looks inside.  I have repeated this result three times to prove it out.  Your mod altered the region and the original terrain functions went crazy with it outside of the originally generated chunks where spawn is.  This terrain is like terraces from Zelda.  I love it so much.  If there's a way you could make this a function of a fork of the mod I would be so very grateful.  Some of the landforms are just downright surreal!  I'd love to explore more.

Here is what the map looks like, (there are a few chunks in there from previous tests):

https://www.dropbox.com/s/v6nn8fsxnose7xt/P1.png?dl=0

These are pictures of the terrain:

https://www.dropbox.com/s/4a55tcmj4x951z3/P2.png?dl=0

https://www.dropbox.com/s/srbjg25c1g1sb7c/P3.png?dl=0

https://www.dropbox.com/s/cu27231q29el9fh/P4.png?dl=0

https://www.dropbox.com/s/03uu4xrwb8kwuf4/P5.png?dl=0

 

💬 RuneScholar, May 5th 2023 at 6:41 AM

A note to anyone seeking to update from the previous to the newest version. It WILL cause jagged sharp chunk border terrain when loading new chunks. I tested it on a world backup with the new update and then rolled back to the previous one that my world was made on.

💬 TentharchitectAuthor, Apr 22nd 2023 at 6:07 PM

Glad you're all enjoying this!
To Ratkewn, that was partially my goal as well, completely removing floating chunks would require C# modding which I don't know well enough to implement or want to maintain. You might want to try my Plains and Valleys mod and see if that version is more to your preference in the other aspects, it has more gradual slopes and fewer flat topped hills. 

Not sure what you mean though Gladiator, do you mind clarifying? 

💬 Gladiator, Apr 22nd 2023 at 5:29 PM

This mod is a lifesaver. But the question is, can he put blocks of land in places where the mountains have disappeared? Because I have several types of stones there

💬 Vilderos, Apr 20th 2023 at 5:36 AM

Yes! Nice

💬 Boukyaku, Apr 20th 2023 at 2:20 AM

Ohh! This looks really good! Will definitely try it. Thanks!

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