Mods / Plains and Valleys

Category: #Worldgen
Author: Tentharchitect
Side: Both
Created: Nov 5th 2022 at 11:21 PM
Last modified: Dec 12th at 4:08 PM
Downloads: 25980
Follow Unfollow 501

Latest file for v1.20.0-rc.1:
Plainsandvalleys-v1.0.9.zip 1-click install


Inspired by the more naturalistic world gen option posted by Tyron, this is my take on world generation. Most of the landscape will be made up of flat lowlands, plains and highlands dotted with lakes, hills and mountains while the rougher landforms have had their frequency reduced so encountering one will be a rare occurance. 

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 landform mod should be compatible with other landform mods that don't patch over the landform file. Currently confirmed to work with Fields and Plateaus, and
Conquest Reforged Landform Overhaul. Terra Prety has a compatible version posted through a link in their mod page's description. 

This is my first mod and any feedback is welcome, either through the forum here or over discord. Thanks to everyone who helped point me in the right direction to make this mod.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.9 1316 Dec 12th at 4:08 PM Show Plainsandvalleys-v1.0.9.zip Install now
v1.0.8 920 Dec 5th at 4:04 PM Show Plainsandvalleys-v1.0.8.zip Install now
v1.0.7 1398 Nov 23rd at 10:37 PM Show Plainsandvalleys-v1.0.7.zip Install now
v1.0.6 2091 Oct 19th at 5:54 PM Show Plainsandvalleys-v1.0.6.zip Install now
v1.0.5 15025 Aug 21st 2023 at 8:25 PM Show Plainsandvalleys-v1.0.5.zip Install now
v1.0.4 1244 Jul 14th 2023 at 4:34 PM Show Plainsandvalleys-v1.0.4.zip Install now
v1.0.3 939 Jun 19th 2023 at 4:48 PM Show Plainsandvalleys-v1.0.3.zip Install now
v1.0.2 931 May 2nd 2023 at 11:36 PM Show Plainsandvalleys-v1.02.zip Install now
v1.0.1 1755 Nov 6th 2022 at 4:52 PM Show Plainsandvalleys-v1.01.zip Install now
v1.0.0 346 Nov 5th 2022 at 11:24 PM Show plainsandvalleys.zip Install now

117 Comments (oldest first | newest first)

💬 TentharchitectAuthor, 2 days ago

I'm not really sure what the benefit of doing that would be, with only 2 landform mods. Plus it would break worlds for servers that use this mod.
NastyFlytrap

💬 NastyFlytrap, 2 days ago

You should just create one big world gen overhaul mod and make your individual mods as presets in that, instead of a separate mod for each

💬 TentharchitectAuthor, Dec 12th at 5:48 PM

PeterSanderson
You should have a 50/50 chance of either working with TP depending on which loads first, I believe Neph is only posting the compatible version outside the Mod db that works 100% of the time

💬 PeterSanderson, Dec 12th at 5:33 PM

Tentharchitect do you think it likely that your latest releases of P&V and F&P will work alongside the latest 5.0.6 release of Terra Prety?

💬 TentharchitectAuthor, Dec 12th at 3:57 PM

Bobik_sdooh
Thank you so much for testing this! I'll get that fixed momentarilu

💬 Bobik_sdooh, Dec 12th at 4:23 AM

@Tentharchitect @Paeddy a bug with generation in multiplayer arises, as it seems to me, due to the fact that the mod is installed only on the SERVER side, and the players who entered the server automatically do not install it for themselves, as a result it turns out (SINCE the MAP IS GENERATED DURING ITS OPENING) that players with a mod installed on their own (on the client side) do modded generation and players who just log on to the server generate vanilla (classic) world generation. This is 100% and was tested experimentally as soon as my friend logged on to the server (without a pre-installed mod on his computer) bugs with generation immediately began, when I deleted this mod on my computer but left it on the server, the server began to generate a VANILLA LANDSCAPE, it demonstrates it works, but it needs to be installed on both the server and the client.

💬 TentharchitectAuthor, Dec 11th at 4:07 PM

Paeddy and I discussed over on Discord, but it seems like there might be a cache issue where some edits made by another mod cause the story locations to incorrectly spawn, even when that mod is disabled. A cleaned out cache or regenerating the area fixed the issue. Still haven't pinned down exactly which mod or combination of mods might be causing this

💬 Paeddy, Dec 10th at 10:49 PM

Hey I tested your mod in 1.20.rc1 and Story Event place "The village" was buried in a mountain, my world was running the rivers mod and your plains and valleys mod. I removed your mod and regenerated the area with /wgen regen 20 and it solved this issue but you might need to make a check if there is a structure from the story event in that area and apply different rules I guess? The other two areas spawned in just fine, the archive spawned in an hilly area and the lazaret spawned in a forest biome in my case without any issues as far as I could tell.

I tested it with another world, the whole village spawned underground in a relatively flat area with an height Y 138.

Two tests were without the rivers mod and only yours so I suppose your mod might be the cultprit. Still love it. :)

You can easily test this by going into a new world with the mod enabled going into gamemode and using the faded and crumpled letter to find the area of the village.

Do you need any additional information or screenshots?

💬 TentharchitectAuthor, Dec 7th at 8:28 PM

I think that might be a multiplayer set up issue, which I don't have any experience with. I'd recommend asking in the multiplayer discussions or other places where folks implement mods on servers

💬 Kaihautu, Dec 7th at 10:22 AM

Works beautifully in a single player world, but when I try to add it to a multiplayer server, fresh world and only mod, massive chunks of the world just fail to spawn on entry. Is there something I need to change for it to work? I've tried versions 1.0.5 and 1.0.7 with the same results.

💬 sknnr, Dec 6th at 8:33 PM

I am getting these errors on enabling this mod (the latest 1.19.8 version) on a fresh install of 1.19.8:

gist.github.com/jsknnr/8465c83afbf04d913555f4efd557c203

:edit: issue is I am not running 1.20 - the error is harmless on 1.19.8

💬 TentharchitectAuthor, Dec 6th at 6:46 PM

Thanks melodelic! Glad to know you're enjoing it!

1stPionPaul 
In theory it should be fine, I only changed one value in an existing landform and the patch that assigns where the story locations should go. Granted, I didn't do extensive testing as I wanted to get it out quickly so folks didn't encounter the story locations partially submerged in the previous landform I had them set to spawn in. Apparently it wasn't quite flat enough

💬 1stPionPaul, Dec 6th at 7:29 AM

Just started a new world before your most recent update to the mod. Are the changes to the most recent version small enough that I could update the mod and continue my existing world without issue? I know you normally recommend a fresh start!

💬 melodelic, Dec 6th at 3:21 AM

Absolutely agree that this (as well as fields and plateaus) makes the world seem more "normal". These two have now become two of my go-to mods for new worlds.

💬 TentharchitectAuthor, Dec 5th at 8:14 PM

Thank you for saying so! It's a big motivator knowing people are enjoying my mods and having a fun experience with them!

💬 Th0rn, Dec 5th at 8:01 PM

Thank you so much for updating!

I genuinely cannot play without this mod and appreciate all the work you've done.

💬 TentharchitectAuthor, Dec 4th at 7:02 PM

The ID is TA_plainsandvalleys, you can find ID's in the modinfo folder of a mod

💬 Bobik_sdooh, Dec 4th at 2:38 PM
 
💬 TentharchitectAuthor, Dec 2nd at 8:26 PM

So, it might increase the rate bears/wolves initially spawn and respawn at but shouldn't increase their overall number long term. The forest heat map is untouched by this mod, but animals with alititude based spawn conditions like bears will spawn more often outside of mountains, and because of the large number of landforms that meet their spawn criteria you could easily find regions with more eligible bear spawning chunks

💬 Vivi_IX, Dec 2nd at 2:02 PM

Picking up on estancio's comment from Nov 1st, I would also suggest this does increase the number of bears/wolves that spawn. Looking at their spawn considtions (given below) I wonder if the mod is bumping the amount of a chunk that could be considered forest. With more chunks meeting the "minForest" requirements of 0.5 for wolves or an increased number of bear types is leading to them being everywhere. Seeing a lot more wolves that expected, especially on areas that wouldn't normally be considered forest in vanilla. 


 

Wolf:
spawnconditions: {
worldgen: {
TriesPerChunk: { avg: 0.07, var: 0 },
tryOnlySurface: true,
groupSize: { dist: "verynarrowgaussian", avg: 2, var: 3 },
insideBlockCodes: ["air", "tallgrass-*"],
minTemp: -15,
maxTemp: 15,
minRain: 0.25,
minForest: 0.5,
companions: ["wolf-female", "wolf-pup"]

 

Bear: 

BearspawnconditionsByType: {
"bear-male-*": {
worldgen: {
TriesPerChunk: { avg: 0.015, var: 0 },
tryOnlySurface: true,
groupSize: { dist: "verynarrowgaussian", avg: 1, var: 1 },
insideBlockCodes: ["air", "tallgrass-*", "snowlayer-1"],
maxY: 1.6,
minTempByType: {
"*-polar": -48,
"*-brown": -15,
"*-sun": 24,
"*-panda": 20,
"*-black": -5
},
maxTempByType: {
"*-polar": -9,
"*-brown": -2,
"*-sun": 40,
"*-panda": 33,
"*-black": 20
},
minRainByType: {
"*-polar": 0,
"*-brown": 0.1,
"*-sun": 0.6,
"*-panda": 0.5,
"*": 0.25
},
minForestByType: {
"*-polar": 0,
"*-brown": 0.2,
"*-black": 0.5,
"*-panda": 0.6,
"*-sun": 0.4,
"*": 0.4
},
companions: ["bear-female-{type}"]

💬 TentharchitectAuthor, Nov 27th at 11:59 PM

In theory it should work fine on 1.19.8, though the patch that makes it so the new story locations spawn correctly might cause some errors to show up in the logs saying it can't find what the patch is referring to

💬 Grr_Ghur, Nov 27th at 9:22 PM

Can 1.0.7 be used on a current 1.19.8 world or do we need to load a new one?

 

💬 TentharchitectAuthor, Nov 26th at 4:46 AM

This mod does not override any of the world gen options, landcoverage scale will still work as usual

💬 Silverfang, Nov 26th at 3:00 AM

Does this mod affect land coverage? If I set it to 80% to get some oceans, will this mod override that?

💬 TentharchitectAuthor, Nov 23rd at 10:45 PM

The new update should allow for some landform mods to now work together. Fields and Plateaus and Plains and Valleys can be combined and Nephalangelo is looking to make VTR compatible as well

💬 TentharchitectAuthor, Nov 11th at 7:47 PM

Thank you kindly QiForce! Happy to help and it's a lot of fun giving folks better tools to make their Vintage Story experience unique

💬 QiForce, Nov 9th at 5:01 PM

Thanks Tentharchitect I have seen you a lot in the forum, appreciate all your hard work & assistance to everyone!

💬 TentharchitectAuthor, Nov 8th at 9:14 PM

They should still be compatible QiForce

💬 QiForce, Nov 8th at 12:56 AM

would this work with Rivers mod?

💬 TentharchitectAuthor, Nov 1st at 9:18 PM

estancio
It shouldn't directly, yes you could be in a landform that meets their altitude requirements but those are pretty forgiving so they spawn at most altitudes. The base game also has a respawn cap so it shouldn't got beyond that, unless you just had really bad luck on worldgen spawns

💬 estancio, Nov 1st at 2:19 PM

will this or the plateaus variant affect wolf and bear spawns? namely by increasing the terrain they could spawn in? love the terrain generation over vanilla, but finding silly amounts of wolves and bears every where, seems worse than vanillla.. really all animals, but those are the two that are problematic.

nice work by the way.

💬 TentharchitectAuthor, Oct 30th at 6:13 PM

It works with Biomes! I personally use both on the regular when testing my animal mods. Dawnveu

💬 Dawnveu, Oct 30th at 5:27 PM

does this work with Biomes or is that considered a "landform" mod? I've asked them as well but I'm waiting for a response

💬 TentharchitectAuthor, Oct 22nd at 3:48 AM

Xiao25 
It's the result of certain landforms generating immediately next to each other, the seams between certain combos will always generate those flat faces. This is also an occurance in the base game landforms but because the relevant landforms aren't as common those pairings don't occur as often as they do in P&V. Fields and Plateaus has fewer of these seams if you're looking for a near identical mod with reduced rates of mountains/hills

💬 Xiao25, Oct 21st at 9:12 PM

I seem to run into an issue during the world gen where some mountains or hills will abruptly end in a completely flat face that will drop straight down. I'm fairly certain it's not supposed to be like that because it's completely kills the scenery and looks like a chunk loading error. Is this to do with the mod or worldgen settings? 

💬 Vrataf, Sep 11th at 9:18 AM

@GongoDada: There are quite large areas with low fertility, but medium fertility soil can be found. In my previous world, I found nice spot both for farming and base build about one thousand blocks from the spawn, and in my current gameplay, I have actually settled in low fertility area and building farm on a lake, so I just dig medium fertility soil in another location about 200 blocks far apart. I play with landform sizes decreased to 40%, so maybe if this is kept to 100%, the distances may be even larger.

💬 GongoDada, Sep 7th at 11:14 AM

do this affect the fertility of soil? i can't find a medium fertility soil at all

💬 TentharchitectAuthor, Jul 26th at 5:14 PM

So looking into sulfur generation, it follows sea level, only spawns in "claystone", "sandstone", "shale", "chalk", "limestone", "chert", "conglomerate" and has yPosRel: {dist: "uniform", avg: 0.6, var: 0.3 } and tries to spawn 15 times per chunk.

This mod doesn't directly impact ore or mineral generation, but it might reduce the frequency of sedimentary layers existing between 0.3 and 0.9 yPosRel as sedimentary layers typically occur higher up in the strata and higher landforms will be higher relative to sea level. This mod does increase near sea level landforms too however, and those seem to be ideal conditions for finding sulfur, so look for near sea level sedimentary provinces and dig/explore below 90% of sea level to find it

💬 Teaplease, Jul 26th at 5:20 AM

@Giordy492 same story, but i have managed to get sulfur with river and this mod (start new game with only river, this mod and xray, and you'll find sulfur). So It looks like some other mod interfere with worldgen. Is there a way to see debug this situation?

💬 Giordy492, Jul 24th at 12:48 PM

Am I the only one having a problem with sulfur generation? I've been searching for it for ages, and after giving up I installed an Xray mod because I had a doubt there was some bug that prevented it from spawning, and I found out that it only spawns under oceans for some reason, does anyone know why? The only mods that affect worldgen are this and rivers mod, and the world height is set to 320

Thanks in advance

💬 lilbigmouth, Mar 17th at 11:00 PM

Bryserker Those are some nice worldgen settings, ty for sharing!

💬 Mirok, Mar 10th at 6:27 AM

SecretFoxfire

As I know, temporal instability has a three-dimensional map and does not depend on altitude...

💬 SecretFoxfire, Feb 19th at 12:53 PM

Does anyone know of a way to handle the fact that since the "valleys" are all quite low in elevation, the game thinks they are underground and makes them all temporaly unstable? I'm using this for my new patron server world but we're having to disable instability entirely because half the world is unstable. I'm hoping we can find a way to fix that - maybe some code that can tell the game that "underground" is about 25 blocks lower, so our valleys are recognized as above-ground and stable... I love the landforms in this mod so much. In vanilla it's basically impossible to find a nice big flat area to build a village or something.

💬 TentharchitectAuthor, Feb 17th at 4:00 PM

Yep, and it will conflict with the other landform mods as they all over write the same file

💬 NerdlinGeeksly, Feb 17th at 6:50 AM

will this conflic with fields and platues?

💬 Sirfalloutcat, Jan 19th at 11:14 AM

will this work on the latest verison?

 

💬 TentharchitectAuthor, Jan 9th at 3:13 PM

Yep, feel free to message me there, same user name. That said, it might be unrelated to this mod. Some mods generate so many errors that eventually the game doesn't have enough memory to generate new chunks or they can be really delayed in generation, potentially leading to holes in the world generation where chunks have yet to load. I'd recommend checking your worldgen log folders to see if that might be the case.

💬 Thorin48, Jan 9th at 6:08 AM

 Do you have a discord I can discuss some bugs with the mods that might lead to whole chunks being just gone?
Tentharchitect

💬 DarkThoughts, Jan 7th at 11:18 PM

Not saying it is perfect, but coming from RTG in MC this is definitely a very good mod. The vanilla terrain gen is just way too rough for me when it comes to all the micro hills and it typically lacks proper mountains / mountain ranges.

The rivers mod is definitely great, but I can't use it with soil instability because it completely wrecks the framerate when a landslide happens into the river - even when everything is done the area becomes like a forbidden zone for some reason.

💬 TentharchitectAuthor, Jan 7th at 5:34 PM

Woah! Thanks for pointing that out Bryserker, I haven't tried the Rivers mod yet but it makes sense these two would synergize well!

Glad you're also enjoying this mod Ailith and GrimoireODS! I don't think I'll make more since you can only use one at a time and I'm already struggling to decide which to play with between my two mods and new landforms take a while to develop. That said, if someone wanted a certain mix of the existing landforms I'd be happy to do a bit of testing and publish a third one if it was distinct enough. 

💬 Bryserker, Jan 6th at 9:52 AM

Wow, this creates absolutely stunning worlds. Been tinkering around with worldgen settings for a few hours to see what I liked.

For reference in case anyone else finds themselves liking these settings, I found myself really enjoying a combination of Plains and Valleys together with the Rivers mod ( https://mods.vintagestory.at/rivers ) using the following settings:

World Height: 320

Landcover: 90% (80 if you want a bit more water)

Landcover scale: 400%

Upheaval: 0%

Landform scale: 100% (if you want a bit more flatness to the terrain, go higher up to 150%. However I felt it became 'too' flat)

For the Rivers mod I changed it's modconfig (%AppData%\VintagestoryData\ModConfig/Rivers.json) "oceanThreshold" setting from 30 to 15.

Example: https://imgur.com/LJGGvSh

Edit, one more: imgur.com/0taxm2c

💬 GrimoireODS, Jan 5th at 9:31 PM

My favorite landform mod, I hope you make more of those landform mods they are my favorite, definitely looking for also a more neutral one too without all the rough ones

💬 Ailith, Dec 30th 2023 at 7:36 PM

Lovely mod - makes quite pretty worlds, reatains just enough interesting landforms, and simplifies travel greatly.

💬 TentharchitectAuthor, Nov 23rd 2023 at 2:13 AM

It doesn't do anything directly, but a higher percentage of the landforms will have smoother gradients that don't trigger a landslide, so you'll have fewer floating trees overall.

💬 Orcling, Nov 20th 2023 at 11:47 AM

How well does this mod work with sideways soil instability? Is it as bad as vanilla with floating trees everywhere eventually?

💬 TentharchitectAuthor, Oct 12th 2023 at 7:58 PM

I don't sorry, that file was made almost a year ago, before upheaval was implemented so the world wouldn't even look the same. 

💬 TSense, Oct 12th 2023 at 5:43 PM

gonna say it, picture 3 is the most amazing thing I have seen in a while. You don't happen to know the seed, right? Would love to settle in that valley on the right, exactly this valley

💬 TentharchitectAuthor, Oct 1st 2023 at 3:49 PM

This mod doesn't mess with temporal instability at all, but the sea level flat landforms will be slightly influenced by the temporal effect that caves have. The higher in altitude you go the less temporaly unstable areas you'll find so you could try for a flat highland instead.
I believe you could relatively easily go into the better ruins mod and change their maximum acceptable y value for spawning so they could spawn on the highlands.

💬 Trransient, Oct 1st 2023 at 8:13 AM

I havent had any issues with this mod with modded structures, I actually find this mod perfect if I want to run better ruins mod cuz even the maker of that mod said that structures prefer flatter surfaces. But almost EVERY corner is  temporaly unstable when using this mod and I find it funny and weird. I suppose it's worth looking into.

💬 TentharchitectAuthor, Aug 30th 2023 at 12:35 AM

Yep, just like the base game you'll need to manually set oceans to spawn when using this mod.
Glad to hear you're enjoying it though!

💬 Kara, Aug 29th 2023 at 11:58 AM

so um.... no oceans spawn =p super large freshwater lakes, but no oceans. 
on a side note, running our server 320 world height with this mod and its amazing xD

💬 Mirok, Aug 28th 2023 at 11:05 AM

Tentharchitect, Oh, thanks to your message, I realized that it is better to use. There would be a similar message in the description of the mod, it would help a lot. Fields and Plateaus TOP!

💬 TentharchitectAuthor, Aug 26th 2023 at 3:53 PM

Thank you for giving people a heads up, but I do want add some additional details. This mod does work with mod generated structures, but because more of the world is higher altitude than base game structures that are set to spawn near sea level will be rarer. As to heavily modded games, if you are pushing your computer to its limits with your mod list this mod will likely cause crashes about 20% sooner as on average the world height is above 20% greater and therefore has an equal increase of strain on your computer's RAM and GPU. That said, if you are using that many mods normal world gen will likely cause crashes, just a little bit after it would when using Plains and Valleys.

In both of these cases Fields and Plateaus might be a viable alternative, as it is on average lower in altitude while having similar landforms for those wanting modded strucutres or unusually large mod lists and the world gen seen in this mod.

💬 Raccoon24, Aug 26th 2023 at 5:31 AM

Be aware this mod does not like heavily modded games, it will crash your games even if you start new worlds, and it will not work with mod generated structures. I don't think there is much that can be done about that

💬 TentharchitectAuthor, Aug 25th 2023 at 7:37 PM

Unfortunately that's currently baked into how oceans are set up. There isn't something to designate a beach yet so you'll always get a sharp edge between higher elevation landforms and oceans.

💬 breeze108, Aug 25th 2023 at 6:29 PM

To me, after many tests on the same seed, there are way to many steep hills bordering the oceans.  Very few good beach or flat land near the water. But I do like the mod.

💬 TentharchitectAuthor, Aug 23rd 2023 at 1:14 AM

You're welcome! Love to hear that you're enjoying the mod! :D

💬 Spayne, Aug 22nd 2023 at 8:46 PM

Thank you for this amazing product, I can now finally find seeds that I like without going through 25 random seeds, I do not think I could express how much I love this... thank you Tentharchitect

 

:)

💬 TentharchitectAuthor, Aug 22nd 2023 at 5:09 PM

@shnabbles, you might want to try Fields and Plateaus then if you aren't enjoying the amount of hills in this mod. That one uses a similar set of landforms but has a higher percentage of the world generate as near sea level fields, wetlands and hills as opposed to this mod which has a higher percentage of high altitude landforms.

💬 Shnabbles, Aug 22nd 2023 at 3:11 AM

This is probably going to happen. While I'm loving the game, this is just so much more natural looking and after a few days in, the hilly forests are becoming more of a nuisance than a feature. And deadly of course, when wolves pin you against an inescapable spot.

💬 breeze108, Aug 22nd 2023 at 12:46 AM

I wish I had seen this a few weeks ago.  I just started a single player game and now I need to decide if I want to restart. I hate the way forests generate with so much uneven terrain that they are impossible to navigate.

💬 Lucio, Aug 21st 2023 at 11:11 PM

6th picture looks like Rio de Janeiro! <3

💬 TentharchitectAuthor, Aug 21st 2023 at 7:39 PM

You know, I have an unreleased version of both Plains and Valleys and Fields and Plateaus that ups the wetlands amount. I'd been sitting on them for now, but you've convinced me to polish them up and post them!

💬 codyo, Aug 21st 2023 at 2:37 PM

Great mod and a must have for playthoughs. Old vanilla world gen looked too much like a frequency chart translated into the terrain, everything being noisy and sheared all over sideways, a large flat and irregular pock-marked landscape of divots and solitary little hills.

The landscape is 100x more natural with this mod turned on. It is 100x more traverseable without the presence of the vanilla chaotic cliffs appearing every 10 steps. The massive forests when they appear look great. You can climb to the top of all the sloping hills and witness scenic views where you could build a hunting cabin from. It still contains the unique landforms from vanilla so you do not miss out much on various terrain.

One of the biggest notable differences is the lack of the wide sprawling 10,000 lakes and marshy looking areas vanilla had all over. Lakes become more solitary and lonesome creatures here. If this mod could generate the occassional wetland looking areas it would be 100% perfect.

💬 Antar, Aug 3rd 2023 at 6:20 PM

Gotta show some support for this mod. Actually makes the terrain gen playable and look great! My world is currently using Landcover: 90%, Landcover Scale: 400%, Upheaval: 20%, and Landform Scale: 50% for the settings. Barely any ocean but I'm saving that for later when we get some ocean content. Landform Scale at 50% is perfect so everything is not too flat and there are plenty of terrain changes to make exploring and travel more interesting but not as bothersome as vanilla. Also I'd like to add this mod works great with soil instability!

💬 TentharchitectAuthor, Jul 11th 2023 at 4:01 PM

Revines are in here, only they rarely occur. Volcanoes and rivers will take a different approach than what I'm using, but hopefully they'll come to the base game and work well with this mod.
I'm sticking to just the landform file with this mod so it is as compatible with as many mods as possible, conflicting with only those that directly influence that file.

💬 DrakeBD, Jul 11th 2023 at 1:59 PM

Is it possible to Add Rivers, Revines, Volcanoes and other world gen things? 

💬 TentharchitectAuthor, Jun 21st 2023 at 3:25 PM

You're welcome Dragonkin and CLBob, glad you're both enjoying this! 

💬 Dragonkin, Jun 20th 2023 at 10:05 PM

Really appreciate this mod. World gen feels more believable and natural now, thank you!

💬 TentharchitectAuthor, Jun 19th 2023 at 7:02 PM

Yeah that sounds like either a lake overlapping with a mountain landform or upheaval affecting the lake bed which creates some weird spikes. Those are the only outliers I couldn't remove as it would involve removing all mountains and high altitude landforms or all lakes and below sea level landforms.

💬 QuakingDoom, Jun 19th 2023 at 6:58 PM

I tried making a world with 256 height, landcover&landcover scale at 30/400, and landform scale at 100%, default upheaval, and I'm seeing some mountains that are very spikey, and a lake with a lot of teeny tiny "islands" around the shores.Overall it's extremely smooth, but there are a good amount of outliers

💬 TentharchitectAuthor, Jun 19th 2023 at 5:22 PM

For world height I've tested this latest version thoroughly in the 128-512 and it all seems playable, really depends on if you want a low rolling hill landscape or dramatic mountinous landscape. 
Upheaval with P&V I leave at 0% as it does what I've already tried to accomplish with these landforms and will occasionally cause some weird terrain if the upheaval covers a lake, sinkhole or swamp landform. 
Landcover and landcover scale I usually do 20%/50% for an island hopping playthrough, 30%/400% for a large continent or 80%/400% for in-land seas to access saltwater. 
Landform scale will also have a dramatic change on how the world is generated, 50% creates a maze of valleys and slopes that makes you feel like you're in the Rockies, while 150% will create vast open spaces or slow gradual slopes perfect for large building projects.
I'd definitely recommend making a couple worlds with different settings to get the feel for how world height and landform scale change things, fly around in creative mode too and try the command /wgen pos landform to see what landforms are present to get a feel for how the world is put together.

💬 QuakingDoom, Jun 19th 2023 at 5:09 PM

What world height, upheaval, landcover, and landcover scale do you suggest with this? I know they can all be adjusted, but curious what you think is the "ideal" settings for this world gen

💬 CBob, Jun 5th 2023 at 2:16 AM

Absolutely fantastic in 1.18 Was really struggling with the not so great new map generation before. Thanks so much. 

💬 TentharchitectAuthor, Apr 28th 2023 at 12:21 AM

This mod uses all world gen settings, including upheaval. 

💬 PeterSanderson, Apr 28th 2023 at 12:06 AM

Does this mod use the upheaval calculation or is that only Fields and Plateaus?

💬 TentharchitectAuthor, Apr 20th 2023 at 8:53 PM

Whoever is hosting needs to have it in their mod list, besides that it shouldn't require any more set up than other server side mods.

💬 rhetorical, Apr 20th 2023 at 7:58 PM

Hi, how could I use this on a multiplayer server? Do I need to change the WorldConfig object in the serverconfig.json to use this?

💬 TentharchitectAuthor, Apr 20th 2023 at 1:02 AM

Hey Blackmare! I'd made an alternate version that was even flatter so you could control world height with the upheaval slider instead of needing a different landform mod each time. I can polish it up and post it within the day.  

💬 Blackmare, Apr 19th 2023 at 9:22 PM

Hey tenth! I remember you mentioning in the VSWorks discord about working on a new generation mod, or maybe it was updating this one. any info on that? currently have it running on my server but if theres gonna be an update/new release maybe ill wait to restart for it. Thanks!

💬 TentharchitectAuthor, Apr 11th 2023 at 3:18 PM

Answered Lakus elsewhere but for everyone else, using this mod changes how the land scape looks, within the world generation parameters you set on world generation.

 

💬 Lakus, Apr 4th 2023 at 10:10 PM

When using this mod does world generation setting affect generation or does this override all customized world settings?

💬 YourCreator, Mar 18th 2023 at 4:29 PM

Karidwen its need to implement as algoritm, not as octavas

💬 Karidwen, Nov 30th 2022 at 6:08 PM

I would love to see rivers instead of so many small ponds, most areas look like a swamp :/

💬 Mendall, Nov 10th 2022 at 8:55 PM

The web page you sent me to was so far above my head I had to hold my breath so as not to drown. But the command worked great. In fact by using it after UN-installing the mod. and flying around all the area I had explored with the mod  I was able to put the hole world back as it had been. And I only crashed my computer twice. ( trying to change areas that were to big all at once). the only problem now is I had more fun playing with this than playing the game. So I’m probably going to start a new world so I cane start out with the mod installed.

💬 TentharchitectAuthor, Nov 10th 2022 at 4:56 AM

@Mendall it is the /wgen regen [radius] command which will reload a chunk based on the new worldgen info, so if you install this mod and use it on an old world it'll change the chunks or repair them if they didn't load properly. It will cause some weirdness if the landforms were really different, like if a lake spawns inside a mountain, but it won't be a void hole.
@YourCreator, the info for land forms can be found here, this is what I used to make this mod. https://wiki.vintagestory.at/index.php/Modding:WorldGen_Configuration

 

💬 Mendall, Nov 9th 2022 at 7:30 PM

if by terrain regenerate command you mean (.debug redrawall ) then I tried that and it had no effect.  If you mean some other command then I don't know about it and would be much obliged if you would point me in the right direction. But like I said I’m not really to to concerned as VS worlds are huge and its only effected one area that’s not within my site.

I mostly just wanted to warn people not to use it on an existing world. Or if they do don’t be an idiot like me and make a backup first.

💬 YourCreator, Nov 9th 2022 at 10:38 AM

Can you explain params for terrains please?

💬 TentharchitectAuthor, Nov 9th 2022 at 4:05 AM

Good to know, I'll make a note of it in the description to encourage folks to only use it with fresh saves. I had some jaggedness when loading into an old map but never holes through to the world below. Using the terrain regenerate command should fix the holes, though the seem between old and new terrain will be there.

💬 Mendall, Nov 8th 2022 at 11:31 PM

bad news I added your mod and traveled to the edge of what I had explored to the west of me to find two HUGE holes in my world many miles across going all the way threw to emptiness I yanked your mod out real fast. the holes have randomly shaped sides and irregular outlines that don't seem to conform to any logic I can see  but there both in very mountainous areas. Ok after reloading the game and doing more exploring it seems there are also a lot of other strange things that make sense, half mountains at the edge of what I had explored before and the like but I cant explain the large holes. No biggy in my world as I seldom go in that direction any way. I’m just referring to them as the far lands from now on. But fair warning don’t install this in an existing world. All the areas that did render correctly once I went beyond the border of what had been explored before loading were amazingly beautiful

so I will be using this in my next new world.

💬 NESHK0, Nov 7th 2022 at 6:29 PM

Tentharchitect  Yes

💬 TentharchitectAuthor, Nov 7th 2022 at 4:45 PM

Does it cause floating dungeons NESHK0 or something else? That was already an issue with that mod in some vanilla landforms, I wouldn't be surprised if this mod increases those issues since it occurs where there are high altitude changes. 

💬 NESHK0, Nov 7th 2022 at 4:09 PM

https://mods.vintagestory.at/show/mod/3361 mods don't work together correctly

💬 Mendall, Nov 7th 2022 at 3:55 AM

thnks

 

💬 TentharchitectAuthor, Nov 7th 2022 at 3:32 AM

It shouldn't affect anything other than the landform file, which controls the altitude of the terrain and the roughness of the terrain (which is then multiplied by world height). Ruins, ore deposits, dungeons, and other land features are untouched, though because this mod creates more flat area some ruin mods may be able to spawn in more structures than they usually do. 

 

💬 Mendall, Nov 7th 2022 at 3:25 AM

wait i gotta question  how will this affect things under ground say ores and dungens.

and is this compatible with mods like beter ruins that add other formations into the world at render

 

💬 Mendall, Nov 7th 2022 at 3:02 AM

well with that new info I took the plunge and installed your mod  now i gotta go explore lol

 

💬 TentharchitectAuthor, Nov 6th 2022 at 6:49 PM

Miloski, it would be possible to create an ocean world with the terrain generation as is, but it would create a series of islands in a vast sea rather than oceans and continents. As such, I'll leave it to others to make that if they want a map like that, but I'm happy to help them develop that mod. I believe Tyron intends to make oceans later with a better system so the land isn't fragmented by oceans.

Thanks for pointing that out NiclAss!

💬 NiclAss, Nov 6th 2022 at 6:39 PM

Nice Mod

Pls version into the zip filename ty

example plainsandvalleysv1.0.1.zip

 

so everyone knows with just looking at the zip

💬 Miloski, Nov 6th 2022 at 6:12 PM

Possible oceans being added with the new terrain generation? 

💬 TentharchitectAuthor, Nov 6th 2022 at 4:47 PM

He posted it on the Vintage Story discord in the gamedev channel, around the 2nd of November. All the landforms he included in that are present in this mod, I just re-added some of the base game landforms that I felt should also be in a natural world gen plus two new altitudes of flatlands I made. 

This mod does work with existing worlds, but as you guessed it only affects newly explored areas.

💬 Mendall, Nov 6th 2022 at 7:02 AM

"Inspired by the more naturalistic world gen option posted by Tyron"

where did tyron post this I want it... I don’t want less mountains but I would love more realistic terrain,

your pics are amazing thought. Really good work. I just like the mountains.

And can this be installed in an old world so it only affects newly explored areas will that work

💬 Michaloid, Nov 6th 2022 at 4:10 AM

With this mod i think i can enable slightly more foresty world and not get overwealhmed by the landscape. Good job! Definatly playing with this.

💬 TentharchitectAuthor, Nov 6th 2022 at 2:03 AM

Thanks! There shouldn't be any performance hit as it just changes up what landforms are used as the world generates.

💬 Whitaker, Nov 6th 2022 at 1:07 AM

now this looks amazing

do you know if there's much of a performance hit?

💬 TentharchitectAuthor, Nov 6th 2022 at 1:00 AM

It only changes the land forms and shouldn't affect meteors.

💬 Alcyonaria, Nov 6th 2022 at 12:54 AM

Does this affect meteor spawning?

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