Mods / RiverGen

Tags:
Worldgen
Author:
Nyuhnyash
Side:
Server
Created:
Dec 12th 2024 at 11:18 PM
Last modified:
Mar 28th at 9:09 AM
Downloads:
42717
Follow Unfollow 1125
Latest release (for Vintage Story 1.19.8, 1.20.12, 1.21.0, 1.21.1, 1.21.2, 1.21.4 - 1.21.5 and 1.21.6, potentially outdated):
RiverGen_v1.0.1.zip  1-click install
For testers (for Vintage Story 1.22.0-rc.1 - 1.22.0-rc.6):
RiverGen_v1.0.2.zip  1-click install

A server-side river terrain generation mod.

Works in singleplayer or multiplayer.

The mod could cause chunk borders when updating game version while keeping old world (e.g., 1.20 to 1.21).

Features:

  1. Сustomizable branching rivers.
  2. Clay deposits (optional).
  3. Mossy boulders (optional).
  4. Fallen logs (optional).

Currently unavailable features (from the original mod):

  1. River currents (or any water flow).
  2. Alluvial clay deposit expansion.

Known bugs:

  1. Grass grows on top of the boulders.
  2. Boulders are generated in dry riverbeds.

How to set up:

Recommended world configuration: 40-50% Landcover, 300-400% Оcean scale (a.k.a. Landcover scale).

Add this into "WorldConfig" in serverconfig.json before the world generation.
 
"WorldConfiguration": {
    "landcover": "0.5",
    "oceanscale": "3"
}
Explanation of config options
{
	// When a river forks, each segment will go at this angle minimum.
	"minForkAngle": 10,
	
	// How much to add to the minimum fork angle.
	"forkVaration": 35,
	
	// When adding single node change from 0 to this angle in direction left or right.
	"normalAngle": 20,
	
	// Minimum and maximum size of rivers, in width.
	"minSize": 8.0,
	"maxSize": 50.0,
	
	// Minimum amount of segments a river must be to not be culled after map generated. Maximum amount before generation stops.
	"minNodes": 8,
	"maxNodes": 20,
	
	// How much to grow in size each node.
	"riverGrowth": 2.5,
	
	// How many times a river fork can go downhill.
	"error": 1,
	
	// Minimum length of a river node and how much to add to it randomly.
	"minLength": 150,
	"lengthVariation": 200,
	
	// Zone size in blocks. Must be a multiple of 32.
	"zoneSize": 256,
	
	// How many zones wide/tall the region is.
	"zonesInPlate": 128,
	
	// Region (a.k.a. plate) size in blocks: RegionSize = zoneSize * zonesInPlate
	// ChunksInRegion = RegionSize / 32
	// ChunksInZone = zoneSize / 32
	
	// Chance for a river to be seeded at a coastal zone.
	"riverSpawnChance": 5,
	
	// Chance for node to split when generating a new node.
	"riverSplitChance": 60,
	
	// Chance for a lake when nodes stop (in percents)
	"lakeChance": 15,
	
	// Sub-segments 1 node is comprised of.
	"segmentsInRiver": 3,
	
	// How much to offset each inner segment in blocks.
	"segmentOffset": 40.0,
	
	// Base and depth based on the square root of the river size. Minimum depth.
	"baseDepth": 0.1,
	// Depth to grow.
	"riverDepth": 0.022,
	
	// How much the ellipsoid carving the river should start above sea level and how big the top is in relation.
	"heightBoost": 8,
	"topFactor": 1.0,
	
	// Values relating to distortion of rivers.
	"riverOctaves": 2,
	"riverFrequency": 0.0075,
	"riverLacunarity": 3.0,
	"riverGain": 0.3,
	"riverStrength": 12,
	
	// How wide a valley can be at world height.
	"maxValleyWidth": 50.0,
	
	// How many blocks of submerged land, relative to default height, a spot is considered an ocean at.
	"oceanThreshold": 30.0,
	
	// If stone should be generated under blocks with gravity.
	"fixGravityBlocks": true,
	
	// If boulders should generate in rivers.
	"boulders": true,
	// If fallen logs should generate near rivers.
	"fallenLogs": true,
	
	// If clay deposits should generate on the bottom of the river.
	"riverDeposits": true,
	// Blocks to use for deposits
	"riverDepositsBlocks": [
		"game:rawclay-red-none",
		"game:rawclay-blue-none"
	],
	"clayDepositFrequency": 0.2,
	
	// Gravel on sides of river.
	"gravel": true,
	
	// Set to false to fill rivers in dry areas with water.
	"dryRiverbeds": true
}
Config for version 1.0.0 (outdated)
{
	// When a river forks, each segment will go at this angle minimum.
	"minForkAngle": 10,
	
	// How much to add to the minimum fork angle.
	"forkVaration": 35,
	
	// When adding single node change from 0 to this angle in direction left or right.
	"normalAngle": 20,
	
	// Minimum and maximum size of rivers, in width.
	"minSize": 8.0,
	"maxSize": 50.0,
	
	// Minimum amount of segments a river must be to not be culled after map generated. Maximum amount before generation stops.
	"minNodes": 8,
	"maxNodes": 20,
	
	// How much to grow in size each node.
	"riverGrowth": 2.5,
	
	// How many times a river fork can go downhill.
	"error": 1,
	
	// Minimum length of a river node and how much to add to it randomly.
	"minLength": 150,
	"lengthVariation": 200,
	
	// Zone size in blocks. Must be a multiple of 32.
	"zoneSize": 256,
	
	// How many zones wide/tall the region is.
	"zonesInPlate": 128,
	
	// Region (a.k.a. plate) size in blocks: RegionSize = zoneSize * zonesInPlate
	// ChunksInRegion = RegionSize / 32
	// ChunksInZone = zoneSize / 32
	
	// Chance for a river to be seeded at a coastal zone.
	"riverSpawnChance": 5,
	
	// Chance for node to split when generating a new node.
	"riverSplitChance": 60,
	
	// Chance for a lake when nodes stop (in percents)
	"lakeChance": 15,
	
	// Sub-segments 1 node is comprised of.
	"segmentsInRiver": 3,
	
	// How much to offset each inner segment in blocks.
	"segmentOffset": 40.0,
	
	// Base and depth based on the square root of the river size. Minimum depth.
	"baseDepth": 0.1,
	// Depth to grow.
	"riverDepth": 0.022,
	
	// How much the ellipsoid carving the river should start above sea level and how big the top is in relation.
	"heightBoost": 8,
	"topFactor": 1.0,
	
	// Values relating to distortion of rivers.
	"riverOctaves": 2,
	"riverFrequency": 0.0075,
	"riverLacunarity": 3.0,
	"riverGain": 0.3,
	"riverStrength": 12,
	
	// How wide a valley can be at world height.
	"maxValleyWidth": 50.0,
	
	// How many blocks of submerged land, relative to default height, a spot is considered an ocean at.
	"oceanThreshold": 30.0,
	
	// If stone should be generated under blocks with gravity.
	"fixGravityBlocks": true,
	
	// If boulders and fallen logs should generate near rivers.
	"boulders": true,
	
	// If clay deposits should generate on the bottom of the river.
	"riverDeposits": true,
	"clayDepositFrequency": 0.2,
	
	// Gravel on sides of river.
	"gravel": true
}

 

A fork of the original Rivers mod (version 3.2.0) created by Sneeze.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.2 rivergen
1.22.0-rc.1 - 1.22.0-rc.6
853 Mar 14th at 5:46 PM RiverGen_v1.0.2.zip 1-click install

Adapted and compiled for 1.22.0-rc.1/2.

1.0.1 rivergen 20679 Sep 14th 2025 at 10:30 AM RiverGen_v1.0.1.zip 1-click install
  • fix exception during GravelGen regen (reported by Mephi-Dross)
  • split boulders and fallen logs into separate config options
  • option to choose blocks for river deposits (default: red & blue clay; was: all 3 type of clay)
  • option to disable dry riverbeds (requested by Trentjh)
1.0.0 rivergen
1.20.0 - 1.20.1 1.20.9 - 1.20.10 1.20.11 - 1.20.12
21185 Dec 15th 2024 at 11:04 PM RiverGen_v1.0.0.zip 1-click install

Initial release


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

Tallostaf, Apr 8th at 10:17 AM

Hi, when creating or loading world with this mod this show in logs

Crash Report
8.4.2026 10:39:48 [Error] [rivergen] Failed to load mod config from file. Defaults will be used. Newtonsoft.Json.JsonReaderException: Input string '0.2' is not a valid integer. Path 'riverSpawnChance', line 20, position 25.
at Newtonsoft.Json.JsonTextReader.ParseReadNumber(ReadType readType, Char firstChar, Int32 initialPosition)
at Newtonsoft.Json.JsonTextReader.ReadNumberValue(ReadType readType)
at Newtonsoft.Json.JsonReader.ReadForType(JsonContract contract, Boolean hasConverter)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value)
at Vintagestory.Common.APIBase.LoadModConfig[T](String filename) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\APIBase.cs:line 104
at RiverGen.RiverGenMod.StartServerSide_Patch1(RiverGenMod this, ICoreServerAPI api)
Runefire, Apr 7th at 2:10 AM

Any hope of the fix that the main Rivers mod has for not breaking when Betterruins updates coming to this mod?

M4sonnn, Mar 27th at 9:44 PM

Nyuhnyash again, with respect, are you actually reading any of these comments before you reply lol

i'm not trying to run them together. just flagging that they're both having the exact same reported issues, since they aim to do the same thing in the game.

Nyuhnyash , Mar 24th at 8:19 AM

M4sonnn RiverGen is not compatible with Watersheds rn. And I got granite world while trying to run them together.

M4sonnn, Mar 22nd at 11:54 PM

 Nyuhnyash Silfrenbirce i was just checking this mod while looking to fix a similar issue i'm having with the watersheds mod, another river gen mod, and it's literally the same problem. so not exclusive to this one. just thought I'd throw that out there.

Nyuhnyash , Mar 17th at 7:28 PM

Silfrenbirce Could you provide more details. What world config & mod config you use. Are there any other worldgen mods enabled besides RiverGen? Are there any errors in the logs?

Silfrenbirce, Mar 17th at 9:42 AM (modified Mar 17th at 8:11 PM)

With respect, you're not listening.  They aren't saying they have too much granite.  They're saying the ENTIRE world is nothing BUT granite. 

 

I had the exact same issue.  When I downloaded this mod, every single world I genned up was exclusively granite.  And nobody is saying that your mod affects what seed we get - we're telling you that your mod is causing a bug where EVERY seed generates as a purely granite world.  The problem stopped as soon as I disabled your mod. 

 

Someone else is having the same issue, and posted a screenshot: https://www.vintagestory.at/forums/topic/20222-my-world-is-literally-all-granite/#comment-105842

Nyuhnyash , Mar 16th at 12:09 PM

Chrius MdnghtEther I guess it depends on the world seed. For example with 898011549 you have a huge granite biome to the NW from the spawn (with or without the mod). But with 464688218 you get a diverse rock generation to the E from spawn. (Both seeds tested with 40% landcover, 300% landcover scale).

You should check if the amount of granite in the world where you have too much granite matches the amount of granite without the mod enabled (with the same seed). Or post your seed and worldgen configuration.

The mod does not affect what seed you get on world creation.

MdnghtEther, Mar 15th at 6:23 PM

Oh yeah, it's almost all just granite. There's sometimes a different top/bottom layer of rock but it looks like the granite squeezed it super thin.

Chrius, Mar 15th at 2:44 PM (modified Mar 15th at 2:44 PM)

When creating a new world on 1.22-rc2 with the mod enabled I always get granite worlds, it's as if worldgen stops after making the basic map shape.

DarkThoughts, Mar 14th at 3:56 PM

Unfortunately this has the same issue as the original mod, in that it increases the world load time by about 3 minutes.

toxi2202, Mar 1st at 2:29 PM

will this mod be updated to 1.22 ?? 

Smokefairydust, Feb 10th at 11:59 PM

I will say, i actually prefer this mod even if the rivers dont flow for the more diverse rivers, clay deposits and dry rivers

 

SoupInCat, Feb 10th at 5:09 AM

It is upsetting that RiverGen has the dry riverbed feature I need, but not the valleystrengthmin/max modifiers in the config that I need. And Rivers has the valleystrength modifiers I need but not the dry riverbed feature. I would literally pay money for either of these forks to reintroduce the feature.

MrFastZombie, Jan 18th at 12:23 AM

Kakano As far as I can tell, yes

Kakano, Jan 17th at 10:41 PM

MrFastZombie still works for 1.21.6?

 

MrFastZombie, Jan 17th at 8:43 PM

I haven't been having any issues on 1.21.6.

ZoeTheGoat, Jan 16th at 1:48 AM

1.21.6 please at some point

UnturnedBread, Jan 13th at 6:34 PM

can we get a new game versions? its outdated, id like 1.21.6 and 1.21.5

thank you 

n8r, Jan 7th at 12:17 AM (modified Jan 7th at 12:22 AM)

Great mod, ive used it in the past, and ive been looking to get back into VS again, but im seemingly unable to quite nail the settings for what looks good with the mod 'Conquest Landform Overhaul'. 
Ive tried quite a bit of testing, and still have not quite found a good fix for these immersion breaking generation quirks in the linked images 🙁.
If anyone could help me out, or give me some pointers, id massively appreciate it!

The current world gen settings ive found to suit me are as follows:
Landcover: 70%
Landcover Scale: 200%
Upheavel Rate: 0-10%
Landform Scale: 100-140%

Rivers slicing and cutting through mountains, creating these towering wedges
Again, but from the map view
Hills rarely smoothing towards the riverbank, instead creating plateu like platforms and cliffs

BokuNoRhythem, Jan 6th at 5:07 AM

Kuldiin "C:\Users\(User)\AppData\Roaming\VintagestoryData\ModConfig\rivers.json" will be the config. Im not sure if it can even be changed after the world is loaded, but you can try to see.

Kuldiin, Jan 2nd at 8:10 AM

@bokuNoRhytem

On a single player world where do we find this config file?

BokuNoRhythem, Jan 1st at 1:39 AM (modified Jan 1st at 3:16 AM)

How does one change the config options for the rivers themselves?

Edit: Nevermind, I figured out how to re-enable fire clay generation. For those looking for the solution, just use:

"riverDepositsBlocks": [
"game:rawclay-red-none",
"game:rawclay-blue-none",
"game:rawclay-fire-none"
],

Within your config file.
MeggyMegs I think this solves your problem.

MeggyMegs, Dec 29th 2025 at 9:37 PM

Does this mod no longer spawn fire clay deposits? I had a ton on my last one (1.21.0). I've seen none on my current game (1.21.6). 

kaden0823, Dec 2nd 2025 at 6:14 AM

throws an error on worldgen/world load, something about failing to load config file, then I cant find any rivers.

hilmen, Nov 20th 2025 at 6:27 AM

Is there any way to make the rivers go through the mountains less? If not, make the tunnels smaller?

cowdragons, Nov 19th 2025 at 12:03 AM

ChiefKrogan i know those settings weren't for me, but i've been using them ever since i stumbled across your comment and the results are everything i was looking for with this mod. thank you for sharing!

Dovinya, Nov 3rd 2025 at 3:29 PM (modified Nov 3rd 2025 at 3:29 PM)

Oh man the incompatabilty with betteruins sucks. I had a big area not that far from my house that I had yet to explore and it all looks weird now after having to switch the the Rivers mod 

 

NiclAss, Oct 28th 2025 at 9:58 PM

DeathSeven
CloudRDoodle

Note from BetterRuins page regarding RiverGen

Bcs of lacking patches of the RiverGen future compatibility with updates of betterruins on an existing world is not guaranteed, so proceed with caution when updating vanilla or betterruins alongside RiverGen. If you want to make sure, check chunk borders between old and new terrain. This might come up with huge differences in height when vanilla or betterruins changes anything regarding story structures. 

Normal Rivers mod is not affected by this anymore, bcs they have a fix for that released for a bunch of versions already.

DeathSeven, Oct 28th 2025 at 8:09 PM (modified Oct 28th 2025 at 8:44 PM)

Same here the river generation went back to default values for me Completely breaking my world

(maybe) FOUND WHATS HAPPENING:

after some testing it really seems like the river config doest influence anything anyomore i reset my configs to default and it generates the terrain exacly like my edited version does

imma keep it like that cause my biggest fear is that when it gets "fixed" it would switch to my edited values and breaks the world gen again


Uninstalled Better Ruins And even with default settings  it looks different Betteruins and this mod are currently not advised unless starting a new world and even then DO NOT UPDATE to a fixed version

CloudRDoodle, Oct 28th 2025 at 7:43 PM

It appears that the latest BetterRuins update has broken this mod somehow.

No matter what I do, the rivers refuse to generate entirely.

dangerousb, Oct 28th 2025 at 3:57 AM

I made a test world and flew around in creative with these config settings and it looks like I was getting dry riverbeds even with the option set to false. FWIW I'm using conquest landform overhaul. 

 

Spoiler
{
"minForkAngle": 10,
"forkVaration": 35,
"normalAngle": 20,
"minSize": 14.0,
"maxSize": 50.0,
"minNodes": 8,
"maxNodes": 20,
"riverGrowth": 5.0,
"error": 1,
"minLength": 150,
"lengthVariation": 500,
"zoneSize": 256,
"zonesInPlate": 128,
"riverSpawnChance": 2,
"riverSplitChance": 35,
"lakeChance": 5,
"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,
"riverStrength": 10,
"maxValleyWidth": 85.0,
"oceanThreshold": 30.0,
"fixGravityBlocks": true,
"boulders": false,
"fallenLogs": true,
"riverDeposits": true,
"riverDepositsBlocks": [
"game:rawclay-red-none",
"game:rawclay-blue-none"
],
"clayDepositFrequency": 0.2,
"gravel": true,
"dryRiverbeds": false
}
Qwerdo, Oct 25th 2025 at 8:50 PM

OctaMagOS
I've since explored more into the code from the original mod and it seemed to me that the riverbed and the banks are done seperately and that i mostly just got lucky with my world generation.

narpup, Oct 22nd 2025 at 10:14 PM

does not work for me, i only added this mod and the game js doesnt load the mod during world creation, it says failed to load and it says it cant recognise some lines, can someone help

MageWarren, Oct 20th 2025 at 11:44 PM

Is there any setting I can change to make rivers more common? I must be incredibly unlucky, because with or without other mods, I rarely see any rivers in the worlds I generate. I started enabling Creative mode when I spawn just to check if there's any within flight distance, and I'm often unable to find any even after flying for 15-20 minutes.

OctaMagOS, Oct 20th 2025 at 6:10 PM

Yes Myou that is default, if you don't want dry riverbeds disable it in the config file by setting "dryRiverbeds": false 

Myou, Oct 20th 2025 at 5:46 PM

Are rivers supposed to not generate any water in gravely/sandy areas? 

https://imgur.com/a/cc0U3ml

OctaMagOS, Oct 19th 2025 at 11:16 PM

So for the original rivers mod Qwerdo had an excellent config for generating smooth banks and making the rivers always start from lakes/ponds, I tried using some of their values from the original mod but I can't seem to get it to be as smooth as it was with the original mod with the modified elipse settings. I fear my brain is a little too smooth to figure this out on my own, has anyone been able to do such a thing with this mod? and if so could you share your config settings?

AmaraMB_64, Oct 18th 2025 at 4:16 PM

crashed my game when approching land.

JOHNKURDE, Oct 18th 2025 at 12:43 AM

Fantastic mod! Only thing for me is the config file seem to not work, I tried disabling boulders and they are hard to get rid of, as a boulder would...

DaddyOmelette, Oct 16th 2025 at 10:01 PM

Great mod btw the rivers that are generated are beautiful! Just a quick question though, is this mod able to be removed from a world while still playing?

Thanks!

ChiefKrogan, Oct 15th 2025 at 3:47 PM

SnuzzleFluff try:
Landcover 90%
Landcover scale 300%
Landform scale 160%
And 320 world height

After generating 20-40 worlds with various settings on vanilla world gen this is my go to. You have continents with plains and valleys like from their namesake mods, some islands but mostly continents. Plenty rivers, big oceans and a variety of hilly terrains, mountains big and small and then an occasional massive mountain range that makes you feel like you're about to raid Smoug. All that with plenty rivers all around. This mod is absolutely amazing, just imo it's recomended settings are subpar.

Angooh, Oct 13th 2025 at 11:38 AM

Hello!

Does this mod stop/disable fish spawning in the water?

SnuzzleFluff, Oct 13th 2025 at 1:26 AM

I have a love hate relationship with this mod because man I really love the rivers and so do my friends. It just adds so much cool generation to the world.
On the other hand, 9.5/10 worlds generated with the recommended world settings just spawn me on a tiny island in the middle of a several thousand blocks in all directions ocean with barely any landmasses big enough to spawn rivers within that initial 5kx5k around spawn. Maybe I'm just mega unlucky with the seeds or doing something wrong, but i've had one out of dozens of seeds that DON'T do this!
I love the rivers, but hate the world being 90% ocean just for them. Maybe an update can be figured out to work with the new 97.5% x 500% default the new vanilla gen has.

Phobiak, Oct 12th 2025 at 4:22 PM

MageWarren I am 100% sure that at least thins river gen mod DOES NOT remove clay generation from world (that is in 1.21.4.) I found pleanty of red clay in river beds, even fire/blueclay.

MageWarren, Oct 11th 2025 at 11:59 AM (modified Oct 11th 2025 at 12:21 PM)

I'm on my 6th world and 4th hour of day 1-2 exploration, and as far as I can tell, both river mods disable clay from the game. I'm getting desperate. I don't even see rivers in this world. Please help me somehow, I just wanna make pottery by the river.

LordRhys, Oct 8th 2025 at 2:37 PM

Any using this with latest Terra Prety (v7.0.8) and VS 1.21.1+? If so any special settings needed?

Shirby, Oct 3rd 2025 at 8:12 PM

Some issue here as Lucksmith, probably even affecting us on dedicated aswell as we get spikes every 10-ish seconds.

Nosh, Oct 3rd 2025 at 3:55 PM

Hi! Is there a chance we could get a list of commands for debugging this mod ourselves? I noticed the "/riverdebug full" command you mentioned, but are there any others? Any to remove those map markers, or anything else useful?

Nyuhnyash , Sep 28th 2025 at 5:15 PM

Dovinya riverSpawnChance config param, I guess.

Dovinya, Sep 26th 2025 at 8:51 PM

Any way I can (ever so slightly) decrease the river spawn rate?

Lucksmith, Sep 25th 2025 at 11:23 AM

I love this mod. I've used it on 1.19 and 1.20 without problems and the landscapes it produces were breathtaking.

Sadly I can't run it on 1.21. I mean, it does work, and it does produces breathtaking landscapes as it did in the old versions, but it also freezes my game every 5-10 seconds. Now I do have an admittedly dog-shit weak pc, but even turning the graphics settings down as far as they can go doesn't help. And weirdly enough the freezes can be resolved by either waiting about 5 or 6 seconds or tabbing out and back into VS. Also it's just the graphics that freeze, not the sound or even my cursor. 

Rivers, by the way, works perfectly? So I guess I'm stuck using that one, even though I don't really like the way it generates rivers at all.

Lupey, Sep 21st 2025 at 5:15 PM

Hi, very sorry - after some extensive testing it looks like they do work together. Did not see any surface ruins for thousands of blocks of creative exploring but I believe my settings were just set too low. I am now seeing ruins in a world with rivergen

dangerousb, Sep 20th 2025 at 11:56 PM

Nyuhnyash The Better Ruins mod page has a note about compatibility relating to missing patches but it's really not clear what they're talking about. I suspect that's what Lupey was talking about

Nyuhnyash , Sep 20th 2025 at 12:53 AM

Lupey I can see messages of people in Discord who use BetterRuins with RiverGen. Maybe you have another mods incompaibility or some unusual configs?

Lupey, Sep 16th 2025 at 10:51 PM

Any chance of fixing the betterruins incompaibility? Would love to have both of these mods working in the same world

DarkMagiAkiro, Sep 16th 2025 at 12:22 PM

Any chance of making this work with a higher world height please?

Trampek, Sep 15th 2025 at 9:22 AM

after that i cant log onto server and even look around whats going on 

just some more errors appear but im stuck on waiting to log in

Trampek, Sep 15th 2025 at 9:19 AM (modified Sep 15th 2025 at 9:20 AM)

hey, 

cant generate new worlds with this mod, there is some error at end, i got no problem at all without this mod 

 

Crash Report
15.9.2025 11:17:27 [Notification] Server logger started.
15.9.2025 11:17:27 [Notification] Game Version: v1.21.1 (Stable)
15.9.2025 11:17:27 [Notification] C# Framework: .net 8.0.17
15.9.2025 11:17:27 [Notification] Zstd Version: 1.5.7
15.9.2025 11:17:27 [Notification] Operating System: Windows 10.0.19042.0
15.9.2025 11:17:27 [Notification] CPU Cores: 16
15.9.2025 11:17:27 [Notification] CPU: AMD Ryzen 7 9800X3D 8-Core Processor
15.9.2025 11:17:27 [Notification] Available RAM: 63093 MB
15.9.2025 11:17:27 [Event] It begins...
15.9.2025 11:17:27 [Event] Launching server...
15.9.2025 11:17:27 [Event] It senses...
15.9.2025 11:17:27 [Event] Server v1.21.1, network v1.21.8, api v1.21.0
15.9.2025 11:17:27 [Notification] Entering runphase Initialization
15.9.2025 11:17:27 [Event] Loading configuration...
15.9.2025 11:17:27 [Notification] Entering runphase Configuration
15.9.2025 11:17:27 [Notification] Using world seed: 375486600
15.9.2025 11:17:27 [Notification] Loading savegame
15.9.2025 11:17:27 [Notification] Create new save game data. Playstyle: wildernesssurvival
15.9.2025 11:17:27 [Notification] Savegame C:\Users\Wojtas\AppData\Roaming\VintagestoryData\Saves\siedziba myszozwierzy.vcdbs loaded
15.9.2025 11:17:27 [Notification] World size = 1024000 320 1024000
15.9.2025 11:17:27 [Notification] Start discovering assets
15.9.2025 11:17:27 [Notification] Found 1 base assets in category blocktypes
15.9.2025 11:17:27 [Notification] Found 0 base assets in category itemtypes
15.9.2025 11:17:27 [Notification] Found 31 base assets in category lang
15.9.2025 11:17:27 [Notification] Found 0 base assets in category patches
15.9.2025 11:17:27 [Notification] Found 24 base assets in category config
15.9.2025 11:17:27 [Notification] Found 0 base assets in category worldproperties
15.9.2025 11:17:27 [Notification] Found 49 base assets in category sounds
15.9.2025 11:17:27 [Notification] Found 230 base assets in category shapes
15.9.2025 11:17:27 [Notification] Found 176 base assets in category textures
15.9.2025 11:17:27 [Notification] Found 0 base assets in category recipes
15.9.2025 11:17:27 [Notification] Found 0 base assets in category worldgen
15.9.2025 11:17:27 [Notification] Found 3 base assets in category entities
15.9.2025 11:17:27 [Notification] Found 514 base assets in total
15.9.2025 11:17:27 [Event] Building assets...
15.9.2025 11:17:27 [Notification] Entering runphase LoadAssets
15.9.2025 11:17:27 [Notification] Will search the following paths for mods:
15.9.2025 11:17:27 [Notification] D:\Vintagestory\Mods
15.9.2025 11:17:27 [Notification] C:\Users\Wojtas\AppData\Roaming\VintagestoryData\Mods
15.9.2025 11:17:28 [Notification] Found 60 mods (0 disabled)
15.9.2025 11:17:28 [Notification] Mods, sorted by dependency: bradyladder, clickuptorches, darcesdriftersredone, hangingoillamps, immersivelanterns, longtermfood, manualquenching, overhaullib, Sergsmetaltongs, shelfobsessed, sortablestorage, tankardsandgoblets, temporalsymphony, traderssellcrowbars, translocatorengineeringredux, game, vsimgui, apelanterns, attributerenderinglibrary, betterjonasdevicesfixed, betterruins, bettertraders, bushfat, butchering, simplehotbarrefill, combatoverhaul, commonlib, composter, configlib, configureeverything, daymarescupmod, foodshelves, foragersgamble, fromgoldencombs, hardcorewater, hydrateordiedrate, liquidcontainers, lordoftheflies, maltiezcrossbows, maltiezfirearms, nbcartographer, nemi, pelaguswinds, claywheel, purposefulstorage, realsmoke, slowtox, stonebakeoven, toolsanimations, unconscious, creative, survival, waterweathersimulationredux, armory, fueledwearablelights, instantfirepits, morearrows, quiversandsheaths, rivergen, stonequarry
15.9.2025 11:17:28 [Notification] Instantiated 187 mod systems from 58 enabled mods
15.9.2025 11:17:28 [Notification] [commonlib] Config StoneQuarry.Config from StoneQuarry v3.5.1.0 loaded successfully
15.9.2025 11:17:28 [Notification] External Origins in load order: modorigin@D:\Vintagestory\assets\creative\, modorigin@D:\Vintagestory\assets\survival\, mod@bradyladders-v1.1.0_v1.20.7.zip, mod@ClickUpTorches.zip, mod@Darce's Drifters Redone 1.2.3 .zip, mod@hangingoillamps_1.0.5.zip, mod@Long-term food v0.2.2.zip, mod@overhaullib_1.8.1.zip, mod@Sergsmetaltongs_2.0.0.zip, mod@shelfobsessed_v1.6.2.zip, mod@sortablestorage_2.4.2.zip, mod@TankardsandGoblets_v1.3.0-pre.1.zip, mod@TemporalSymphony_2.2.1.zip, mod@traderssellcrowbars_0.0.2.zip, mod@translocatorengineeringredux_1.6.0.zip, mod@vsimgui_1.1.12.zip, mod@apelanterns-v1.21.0-1.3.3.zip, mod@AttributeRenderingLibrary-v2.2.0.zip, mod@BetterJonasDevices-Fixed-v2.0.4.zip, mod@BetterRuinsv0.5.0.zip, mod@BetterTradersv0.1.0.zip, mod@bushfat-1.0.1.zip, mod@butchering_1.10.3.zip, mod@CFY.SimpleRefill-1.2.7.zip, mod@combatoverhaul_0.9.3.zip, mod@Composter-v1.2.1.zip, mod@Daymare's Cup Mod 1.0.6.zip, mod@foodshelves_2.3.0.zip, mod@foragersgamble_1.0.6.zip, mod@FromGoldenCombs-1.21-v1.9.2-rc.2.zip, mod@hardcorewater_1.3.2.zip, mod@hydrateordiedrate_2.2.12.zip, mod@LiquidContainers-1.3.1.zip, mod@maltiezcrossbows_1.5.3.zip, mod@maltiezfirearms_1.2.3.zip, mod@nbcartographer_2.2.1.zip, mod@pelaguswinds_1.2.2.zip, mod@pottery-wheel_v1.1.3.zip, mod@purposefulstorage_1.4.1.zip, mod@realsmoke_1.1.1.zip, mod@slowtox_3.0.1.zip, mod@stonebakeoven_1.2.0.zip, mod@toolsanimations_1.2.3.zip, mod@Unconscious_1.12.8.zip, mod@waterweathersimulationredux_1.0.2.zip, mod@armory_1.2.0.zip, mod@fueledwearablelights_1.0.2.zip, mod@morearrows_1.1.1.zip, mod@quiversandsheaths_0.3.3.zip, mod@RiverGen_v1.0.1.zip, mod@StoneQuarry_VS1.21.1_net8_v3.5.1.zip, themepack@NotEnoughMapIcons-v1.1.0.zip
15.9.2025 11:17:28 [Notification] Found 660 external assets in category blocktypes
15.9.2025 11:17:28 [Notification] Found 485 external assets in category itemtypes
15.9.2025 11:17:28 [Notification] Found 181 external assets in category lang
15.9.2025 11:17:28 [Notification] Found 245 external assets in category patches
15.9.2025 11:17:28 [Notification] Found 282 external assets in category config
15.9.2025 11:17:28 [Notification] Found 25 external assets in category worldproperties
15.9.2025 11:17:28 [Notification] Found 697 external assets in category sounds
15.9.2025 11:17:28 [Notification] Found 6564 external assets in category shapes
15.9.2025 11:17:29 [Notification] Found 8247 external assets in category textures
15.9.2025 11:17:29 [Notification] Found 698 external assets in category recipes
15.9.2025 11:17:29 [Notification] Found 1269 external assets in category worldgen
15.9.2025 11:17:29 [Notification] Found 95 external assets in category entities
15.9.2025 11:17:29 [Notification] Found 86 external assets in category compatibility
15.9.2025 11:17:29 [Notification] Reloaded lang file with mod assets
15.9.2025 11:17:29 [Notification] Hello from template mod: Server
15.9.2025 11:17:29 [Event] started 'Sortable Storage' mod
15.9.2025 11:17:29 [Event] started 'Translocator Engineering' mod
15.9.2025 11:17:29 [Event] started 'More Lanterns' mod
15.9.2025 11:17:29 [Event] [attributerenderinglibrary] started 'Attribute Rendering Library' mod
15.9.2025 11:17:29 [Notification] Mod Config successfully loaded.
15.9.2025 11:17:29 [Event] [composter] started 'Composter' mod
15.9.2025 11:17:29 [Notification] From Golden Combs existing client config loaded successfully.
15.9.2025 11:17:29 [Notification] From Golden Combs existing server config loaded successfully.
15.9.2025 11:17:29 [Notification] Loaded Hardcore Water!
15.9.2025 11:17:29 [Notification] [PelagusWindsConfig] Configuration loaded successfully (v2)
15.9.2025 11:17:29 [Notification] Version Pelagus - 1.20.12 || v1.21.1 (Stable)
15.9.2025 11:17:29 [Notification] [Config lib] Configs loaded: 14
15.9.2025 11:17:30 [Notification] Compatibility lib: 24 assets added, 0 assets replaced.
15.9.2025 11:17:30 [Error] Patch 0 (target: game:itemtypes/liquid/saltwaterportion.json) in pemmican:patches/no-saltwater-source.json failed because supplied path /attributes/waterTightContainerProps/whenSpilled/stackByFillLevel is invalid: The json path /attributes/waterTightContainerProps/whenSpilled/stackByFillLevel was not found. Could traverse until /attributes/waterTightContainerProps/whenSpilled, but then 'stackByFillLevel' does not exist. Full json at this path: {
"action": "PlaceBlock",
"stack": {
"type": "block",
"code": "saltwater-still-3"
}
}
15.9.2025 11:17:36 [Notification] JsonPatch Loader: 1811 patches total, successfully applied 1769 patches, missing files on 41 patches, unmet conditions on 237 patches, had errors on 1 patches
15.9.2025 11:17:36 [Event] It remembers...
15.9.2025 11:17:37 [Notification] Loaded 5161 unique items
15.9.2025 11:17:37 [Event] All that came before...
15.9.2025 11:17:40 [Notification] Loaded 24713 unique blocks
15.9.2025 11:17:40 [Notification] Loaded 1171 unique entities
15.9.2025 11:17:40 [Notification] Loaded 12 entity tags, 4 item tags and 1 block tags from 'game' domain
15.9.2025 11:17:40 [Notification] BlockLoader: Entities, Blocks and Items loaded
15.9.2025 11:17:40 [Event] Remapping blocks and items...
15.9.2025 11:17:40 [Event] 25 cooking recipes loaded
15.9.2025 11:17:40 [Event] Taste and smell...
15.9.2025 11:17:41 [Event] 3409 crafting recipes loaded from 478 files
15.9.2025 11:17:41 [Event] Grand inventions...
15.9.2025 11:17:41 [Event] 9 metal alloys loaded
15.9.2025 11:17:41 [Event] Glimmers in the soil...
15.9.2025 11:17:41 [Event] 547 smithing recipes loaded
15.9.2025 11:17:41 [Event] Burning sparks...
15.9.2025 11:17:41 [Event] 119 clay forming recipes loaded
15.9.2025 11:17:41 [Event] Molded forms...
15.9.2025 11:17:41 [Event] 68 knapping recipes loaded
15.9.2025 11:17:41 [Event] Simple tools...
15.9.2025 11:17:41 [Warning] Failed resolving crafting recipe ingredient with code game:dirtyclaypot-empty in barrel recipe pemmican:recipes/barrel/cleanpot.json
15.9.2025 11:17:41 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code game:claypot-burned in barrel recipe pemmican:recipes/barrel/cleanpot.json
15.9.2025 11:17:41 [Event] 278 barrel recipes loaded (1 could not be resolved)
15.9.2025 11:17:41 [Event] [hydrateordiedrate] Starting HoD water variant recipe generation...
15.9.2025 11:17:41 [Event] [hydrateordiedrate] HoD water variant recipe generation completed.
15.9.2025 11:17:41 [Warning] Failed resolving a blocks blockdrop or smeltedstack with code fromgoldencombs:ceramicbroodpot-{color}-notop in Smeltedstack of Block fromgoldencombs:ceramicbroodpot-raw
15.9.2025 11:17:41 [Notification] Entering runphase AssetsFinalize
15.9.2025 11:17:41 [Event] started 'Configure Everything' mod
15.9.2025 11:17:41 [Notification] [InstantFirepits] Applied BehaviorInstantFirepit to game:firepit-construct1
15.9.2025 11:17:42 [Error] Exception: Object reference not set to an instance of an object.
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.<>c__DisplayClass9_0.b__1(T existingPatch) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 34
at System.Array.FindIndex[T](T[] array, Int32 startIndex, Int32 count, Predicate`1 match)
at System.Array.FindIndex[T](T[] array, Predicate`1 match)
at System.Array.Exists[T](T[] array, Predicate`1 match)
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.b__9_0(T patch) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 34
at System.Linq.Enumerable.WhereArrayIterator`1.ToArray()
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.MergeMissing(PatchCollection`1 otherCollection) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 33
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.GetMerged(ICoreAPI api, String path, PatchCollection`1 defaultConfig) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 50
15.9.2025 11:17:42 [Error] Exception: Object reference not set to an instance of an object.
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.<>c__DisplayClass9_0.b__1(T existingPatch) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 34
at System.Array.FindIndex[T](T[] array, Int32 startIndex, Int32 count, Predicate`1 match)
at System.Array.FindIndex[T](T[] array, Predicate`1 match)
at System.Array.Exists[T](T[] array, Predicate`1 match)
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.b__9_0(T patch) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 34
at System.Linq.Enumerable.WhereArrayIterator`1.ToArray()
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.MergeMissing(PatchCollection`1 otherCollection) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 33
at HydrateOrDiedrate.Config.Patching.PatchCollection`1.GetMerged(ICoreAPI api, String path, PatchCollection`1 defaultConfig) in C:\Users\bryan\RiderProjects\HydrateOrDiedrate\HydrateOrDiedrate\src\Config\Patching\PatchCollection.cs:line 50
15.9.2025 11:17:42 [Event] Server assets loaded, parsed, registered and finalized
15.9.2025 11:17:42 [Event] Initialising systems...
15.9.2025 11:17:42 [Notification] Entering runphase LoadGamePre
15.9.2025 11:17:42 [Notification] Hello from template mod server side: metaltongsdurability:hello
15.9.2025 11:17:42 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
15.9.2025 11:17:42 [Notification] Applied patch to VintageStory's BlockBehaviorFiniteSpreadingLiquid.TryLoweringLiquidLevel from Hardcore Water!
15.9.2025 11:17:42 [Notification] Started 162 systems on Server:
15.9.2025 11:17:42 [Notification] Mod 'VSEssentials.dll' (game):
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.Core
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.EntityPartitioning
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ErrorReporter
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
15.9.2025 11:17:42 [Notification] FluffyClouds.FluffyCloudsModSystem
15.9.2025 11:17:42 [Notification] Vintagestory.Essentials.PathfindSystem
15.9.2025 11:17:42 [Notification] Vintagestory.Essentials.PathFindDebug
15.9.2025 11:17:42 [Notification] Vintagestory.Essentials.PathfindingAsync
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.JsonExport
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.AiRuntimeConfig
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemEmotes
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.LeafBlockDecay
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.POIRegistry
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.RoomRegistry
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.WeatherSystemCommands
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.WeatherSystemServer
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.WorldMapManager
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.LoadColorMaps
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ClothManager
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GridRecipeLoader
15.9.2025 11:17:42 [Notification] Mod 'VSSurvivalMod.dll' (survival):
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenTerra
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenSnowLayer
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemControlPoints
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
15.9.2025 11:17:42 [Notification] Vintagestory.Systems.StoryLockableDoor
15.9.2025 11:17:42 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.UpgradeTasks
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.NpcControl
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeonGenerator
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenFromHeightmap
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenMaps
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenRockStrataNew
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenHotSprings
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenCreatures
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.MyceliumSystem
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemGliding
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemSwoopDev
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.Timeswitch
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemAuction
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.Core
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.CharacterSystem
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.VariablesModSystem
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModsystemElevator
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ActivityModSystem
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ActivityEditorSystem
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.FruitingSystem
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemTutorial
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemNightVision
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.TobiasTeleporter
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModJournal
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModLootRandomizer
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemRifts
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSleeping
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.TeleporterManager
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModTemperature
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.SystemTemporalStability
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemWearableStats
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemEditableBook
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenDungeons
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenDeposits
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.GenStoryStructures
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenCaves
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenStructures
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.WgenCommands
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenDevastationLayer
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenBlockLayers
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenPonds
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenRivulets
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenLightSurvival
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.RecipeLoader
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemOreMap
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemSnowballs
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.HumanoidOutfits
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
15.9.2025 11:17:42 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
15.9.2025 11:17:42 [Notification] Mod 'RiverGen_v1.0.1.zip' (rivergen):
15.9.2025 11:17:42 [Notification] RiverGen.RiverGenMod
15.9.2025 11:17:42 [Notification] RiverGen.NewGenTerra
15.9.2025 11:17:42 [Notification] RiverGen.GeneratePartialFeatures
15.9.2025 11:17:42 [Notification] RiverGen.GravelGen
15.9.2025 11:17:42 [Notification] RiverGen.GravityBlocksPass
15.9.2025 11:17:42 [Notification] RiverGen.InitialClay
15.9.2025 11:17:42 [Notification] Mod 'CommonLib_VS1.21.1_net8_v2.8.0.zip' (commonlib):
15.9.2025 11:17:42 [Notification] CommonLib.Config.ConfigManager
15.9.2025 11:17:42 [Notification] CommonLib.Core
15.9.2025 11:17:42 [Notification] Mod 'VSCreativeMod.dll' (creative):
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.Core
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
15.9.2025 11:17:42 [Notification] Vintagestory.ServerMods.GenLightCreative
15.9.2025 11:17:42 [Notification] Mod 'configlib_1.10.2.zip' (configlib):
15.9.2025 11:17:42 [Notification] ConfigLib.ConfigLibModSystem
15.9.2025 11:17:42 [Notification] Mod 'ManualQuenching_1.0.8.zip' (manualquenching):
15.9.2025 11:17:42 [Notification] ManualQuenching
15.9.2025 11:17:42 [Notification] Mod 'overhaullib_1.8.1.zip' (overhaullib):
15.9.2025 11:17:42 [Notification] CombatOverhaul.CombatOverhaulSystem
15.9.2025 11:17:42 [Notification] CombatOverhaul.CombatOverhaulAnimationsSystem
15.9.2025 11:17:42 [Notification] CombatOverhaul.NightVisionSystem
15.9.2025 11:17:42 [Notification] Mod 'Sergsmetaltongs_2.0.0.zip' (Sergsmetaltongs):
15.9.2025 11:17:42 [Notification] metaltongsdurability.metaltongsdurabilityModSystem
15.9.2025 11:17:42 [Notification] Mod 'sortablestorage_2.4.2.zip' (sortablestorage):
15.9.2025 11:17:42 [Notification] SortableStorage.ModSystem.SortableStorageSystem
15.9.2025 11:17:42 [Notification] Mod 'TemporalSymphony_2.2.1.zip' (temporalsymphony):
15.9.2025 11:17:42 [Notification] TemporalCall.ClientTemporalCallEffects
15.9.2025 11:17:42 [Notification] TemporalCall.TemporalCallChatSilencer
15.9.2025 11:17:42 [Notification] TemporalCall.TemporalCallModSystem
15.9.2025 11:17:42 [Notification] Mod 'translocatorengineeringredux_1.6.0.zip' (translocatorengineeringredux):
15.9.2025 11:17:42 [Notification] TranslocatorEngineering.ModSystem.TranslocatorEngineeringMod
15.9.2025 11:17:42 [Notification] Mod 'apelanterns-v1.21.0-1.3.3.zip' (apelanterns):
15.9.2025 11:17:42 [Notification] apelanterns.Core
15.9.2025 11:17:42 [Notification] Mod 'AttributeRenderingLibrary-v2.2.0.zip' (attributerenderinglibrary):
15.9.2025 11:17:42 [Notification] AttributeRenderingLibrary.Core
15.9.2025 11:17:42 [Notification] Mod 'BetterJonasDevices-Fixed-v2.0.4.zip' (betterjonasdevicesfixed):
15.9.2025 11:17:42 [Notification] BetterJonasDevices.BetterJonasDevicesModSystem
15.9.2025 11:17:42 [Notification] Mod 'butchering_1.10.3.zip' (butchering):
15.9.2025 11:17:42 [Notification] Butchering.ButcheringSystem
15.9.2025 11:17:42 [Notification] Mod 'CFY.SimpleRefill-1.2.7.zip' (simplehotbarrefill):
15.9.2025 11:17:42 [Notification] CFY.SimpleRefill.SimpleRefillSystem
15.9.2025 11:17:42 [Notification] Mod 'combatoverhaul_0.9.3.zip' (combatoverhaul):
15.9.2025 11:17:42 [Notification] CombatOverhaul.CombatOverhaulAdditionalSystem
15.9.2025 11:17:42 [Notification] Mod 'Composter-v1.2.1.zip' (composter):
15.9.2025 11:17:42 [Notification] Composter.Core
15.9.2025 11:17:42 [Notification] Mod 'ConfigureEverything-v2.2.0.zip' (configureeverything):
15.9.2025 11:17:42 [Notification] ConfigureEverything.Core
15.9.2025 11:17:42 [Notification] Mod 'Daymare's Cup Mod 1.0.6.zip' (daymarescupmod):
15.9.2025 11:17:42 [Notification] CupMod.CupModModSystem
15.9.2025 11:17:42 [Notification] Mod 'foodshelves_2.3.0.zip' (foodshelves):
15.9.2025 11:17:42 [Notification] FoodShelves.Core
15.9.2025 11:17:42 [Notification] Mod 'foragersgamble_1.0.6.zip' (foragersgamble):
15.9.2025 11:17:42 [Notification] ForagersGamble.ForagersGambleModSystem
15.9.2025 11:17:42 [Notification] Mod 'FromGoldenCombs-1.21-v1.9.2-rc.2.zip' (fromgoldencombs):
15.9.2025 11:17:42 [Notification] FromGoldenCombs.FromGoldenCombs
15.9.2025 11:17:42 [Notification] FromGoldenCombs.Util.HarmonyPatches.FGCHarmonySystem
15.9.2025 11:17:42 [Notification] Mod 'hardcorewater_1.3.2.zip' (hardcorewater):
15.9.2025 11:17:42 [Notification] HardcoreWater.HardcoreWaterModSystem
15.9.2025 11:17:42 [Notification] Mod 'maltiezcrossbows_1.5.3.zip' (maltiezcrossbows):
15.9.2025 11:17:42 [Notification] Crossbows.CrossbowsModSystem
15.9.2025 11:17:42 [Notification] Mod 'maltiezfirearms_1.2.3.zip' (maltiezfirearms):
15.9.2025 11:17:42 [Notification] Firearms.FirearmsModSystem
15.9.2025 11:17:42 [Notification] Mod 'nbcartographer_2.2.1.zip' (nbcartographer):
15.9.2025 11:17:42 [Notification] NB.Cartographer.NBCartographerModSystem
15.9.2025 11:17:42 [Notification] Mod 'pelaguswinds_1.2.2.zip' (pelaguswinds):
15.9.2025 11:17:42 [Notification] PelagusWinds.PelagusWindsModSystem
15.9.2025 11:17:42 [Notification] Mod 'pottery-wheel_v1.1.3.zip' (claywheel):
15.9.2025 11:17:42 [Notification] SimplePotteryWheel.ClayWheelModSystem
15.9.2025 11:17:42 [Notification] Mod 'purposefulstorage_1.4.1.zip' (purposefulstorage):
15.9.2025 11:17:42 [Notification] PurposefulStorage.Core
15.9.2025 11:17:42 [Notification] Mod 'realsmoke_1.1.1.zip' (realsmoke):
15.9.2025 11:17:42 [Notification] RealSmoke.ModSystem
15.9.2025 11:17:42 [Notification] Mod 'slowtox_3.0.1.zip' (slowtox):
15.9.2025 11:17:42 [Notification] SlowTox.SlowToxSystem
15.9.2025 11:17:42 [Notification] Mod 'stonebakeoven_1.2.0.zip' (stonebakeoven):
15.9.2025 11:17:42 [Notification] StoneBakeOven.OatsOven
15.9.2025 11:17:42 [Notification] Mod 'toolsanimations_1.2.3.zip' (toolsanimations):
15.9.2025 11:17:42 [Notification] ToolsAnimations.ToolsAnimationsSystem
15.9.2025 11:17:42 [Notification] Mod 'Unconscious_1.12.8.zip' (unconscious):
15.9.2025 11:17:42 [Notification] Unconscious.UnconsciousModSystem
15.9.2025 11:17:42 [Notification] Mod 'waterweathersimulationredux_1.0.2.zip' (waterweathersimulationredux):
15.9.2025 11:17:42 [Notification] WaterWeatherSimulationRedux.WaterWeatherSimulationRedux
15.9.2025 11:17:42 [Notification] Mod 'fueledwearablelights_1.0.2.zip' (fueledwearablelights):
15.9.2025 11:17:42 [Notification] FueledWearableLights.FueledWearableLightsSystem
15.9.2025 11:17:42 [Notification] Mod 'InstantFirepits_v5.0.0.zip' (instantfirepits):
15.9.2025 11:17:42 [Notification] InstantFirepits.InstantFirepits
15.9.2025 11:17:42 [Notification] Mod 'quiversandsheaths_0.3.3.zip' (quiversandsheaths):
15.9.2025 11:17:42 [Notification] QuiversAndSheaths.QuiversAndSheathsSystem
15.9.2025 11:17:42 [Notification] Mod 'StoneQuarry_VS1.21.1_net8_v3.5.1.zip' (stonequarry):
15.9.2025 11:17:42 [Notification] StoneQuarry.Core
15.9.2025 11:17:42 [Notification] StoneQuarry.RockManager
15.9.2025 11:17:42 [Notification] Mod 'hydrateordiedrate_2.2.12.zip' (hydrateordiedrate):
15.9.2025 11:17:42 [Notification] HydrateOrDiedrate.HydrateOrDiedrateModSystem
15.9.2025 11:17:42 [Event] 44 traits loaded from 2 files
15.9.2025 11:17:42 [Event] 6 classes loaded from 1 files
15.9.2025 11:17:43 [Notification] Server map set
15.9.2025 11:17:43 [Event] A world unbroken...
15.9.2025 11:17:43 [Notification] Entering runphase GameReady
15.9.2025 11:17:43 [Notification] Entering runphase WorldReady
15.9.2025 11:17:43 [Event] The center unfolding...
15.9.2025 11:17:43 [Event] Starting world generators...
15.9.2025 11:17:45 [Notification] Reloaded 35 tree generators
15.9.2025 11:17:45 [Event] Loading 7x7x10 spawn chunks...
15.9.2025 11:17:45 [Event] 0% (49 in queue)
15.9.2025 11:17:45 [Event] The carved mountains...
15.9.2025 11:17:47 [Event] 0% (49 in queue)
15.9.2025 11:17:47 [Event] The rolling hills...
15.9.2025 11:17:48 [Event] 0% (49 in queue)
15.9.2025 11:17:48 [Event] The sheer cliffs...
15.9.2025 11:17:50 [Event] 0% (49 in queue)
15.9.2025 11:17:50 [Event] The endless plains...
15.9.2025 11:17:51 [Event] 0% (49 in queue)
15.9.2025 11:17:51 [Event] The winter snows...
15.9.2025 11:17:53 [Event] 0% (49 in queue)
15.9.2025 11:17:53 [Event] And scorching deserts...
15.9.2025 11:17:54 [Event] 0% (49 in queue)
15.9.2025 11:17:54 [Event] Spring waters...
15.9.2025 11:17:56 [Event] 0% (49 in queue)
15.9.2025 11:17:56 [Event] Tunnels deep below...
15.9.2025 11:17:57 [Event] 0% (49 in queue)
15.9.2025 11:17:57 [Event] The luscious trees...
15.9.2025 11:17:58 [Error] Attempting to force generate chunk columns from 2340,2340 to 2346,2346
15.9.2025 11:17:58 [Error] 2 additional worldgen threads active, number of 'undone' chunks is 49
15.9.2025 11:17:58 [Error] Column 2340,2340 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2340,2341 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2340,2342 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2340,2343 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2340,2344 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2340,2345 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2340,2346 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2341,2340 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2341,2341 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2341,2342 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2341,2343 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2341,2344 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2341,2345 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2341,2346 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2342,2340 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2342,2341 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2342,2342 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2342,2343 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2342,2344 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2342,2345 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2342,2346 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2343,2340 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2343,2341 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2343,2342 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2343,2343 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2343,2344 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2343,2345 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2343,2346 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2344,2340 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2344,2341 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2344,2342 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2344,2343 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2344,2344 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2344,2345 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2344,2346 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2345,2340 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2345,2341 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2345,2342 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2345,2343 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2345,2344 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2345,2345 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2345,2346 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2346,2340 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2346,2341 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2346,2342 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2346,2343 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2346,2344 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2346,2345 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Column 2346,2346 has reached pass 1 (in original req)
15.9.2025 11:17:58 [Error] Mod exception during event OnWorldgenStartup. Will skip to next event
15.9.2025 11:17:58 [Error] Exception: Somehow worldgen has become stuck in an endless loop, please report this as a bug! Additional data in the server-main log
at Vintagestory.Server.ServerSystemSupplyChunks.loadChunkAreaBlocking(Int32 chunkX1, Int32 chunkZ1, Int32 chunkX2, Int32 chunkZ2, Boolean isStartupLoad, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1820
at Vintagestory.Server.ServerSystemSupplyChunks.InitWorldgenAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1549
at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnWorldgenStartup() in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 203
at Vintagestory.Server.ServerEventManager.<>c.b__112_0(Action dele) in VintagestoryLib\Server\ServerEventManager.cs:line 450
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 723
15.9.2025 11:17:58 [Event] Begin game ticking...
15.9.2025 11:17:58 [Event] ... it calls to you
15.9.2025 11:17:58 [Notification] Entering runphase RunGame
15.9.2025 11:17:58 [Notification] Creating SharedWaypointMapLayer
15.9.2025 11:17:58 [Notification] Starting server threads
15.9.2025 11:17:58 [Event] Dedicated Server now running on Port 42420 and all ips!
15.9.2025 11:17:58 [Event] Return again.
15.9.2025 11:17:58 [Notification] All clients disconnected, pausing game calendar.
Devilofether, Sep 14th 2025 at 3:56 PM (modified Sep 14th 2025 at 4:01 PM)

Nyuhnyash Awesome! thank you very much

next major change would be to allow rivers to respect terrain heightmap, so we don't have chasams on open plains above sea level

OlafGunnerson, Sep 14th 2025 at 2:39 PM

Nyuhnyash Great, thank you!

Nyuhnyash , Sep 14th 2025 at 2:28 PM (modified Sep 14th 2025 at 3:39 PM)

OlafGunnerson Yes, if you had default config then the only change is that fireclay would stop generating in clay deposits. If you want fireclay to continue to generate change the config to:

"riverDepositsBlocks": [
	"game:rawclay-red-none",
	"game:rawclay-blue-none",
	"game:rawclay-fire-none"
],

And fallen logs enabled by default even if you had boulders disabled in config with 1.0.0. 

OlafGunnerson, Sep 14th 2025 at 2:13 PM

Is it safe to add version 1.0.1 to a world generated with 1.0.0? Thx.

Nyuhnyash , Sep 13th 2025 at 9:08 PM

Hugros I have tested "boulders": false on new 1.21.0 world and it works as intended. Maybe your config file was overwritten due to JSON syntax error?

maxsteele, Sep 12th 2025 at 11:49 PM

Yes6Ft2  Have you generated any new terrain since you updated?  I think that's where it's going to matter, if it does at all.

Yes6Ft2, Sep 12th 2025 at 9:41 PM

maxsteele If it helps i havent updated it. went from 1.21 to 1.21.1

maxsteele, Sep 12th 2025 at 9:38 PM

Hello!  We are currently running a 1.21.0 server and want to check if we need a mod update for Rivergen before we update the server to game version 1.21.1 .  Thank you!

Nyuhnyash , Sep 10th 2025 at 8:23 PM

Jomeaga Devilofether fireclay would be disabled by default in the next version.

k0t0, Sep 9th 2025 at 3:26 AM

What options in the .json do i mess with to prevent caverns from forming so frequently?

Hugros, Sep 9th 2025 at 12:25 AM (modified Sep 9th 2025 at 1:52 AM)

Hi! I'm having the boulder problem as well. Can't have them not generate, even when "boulders": false

Influfferious, Sep 6th 2025 at 9:12 PM

How rare are these supposed to be? I really cant find any

Drew, Sep 5th 2025 at 10:44 PM

Yes6Ft2 Interesting. Must be a different conflict on my end, I never had an issue with a vanishing config just that no matter my settings rivers never generated, even under those settings you provided.

Ouache, Sep 5th 2025 at 6:24 PM

Is there any way to prevent rivers from forming caverns ?

Yes6Ft2, Sep 5th 2025 at 11:31 AM

ZimaLato Drew I just updated and generated a new one no problems. Also tested restarting the server to see if i get an overwrite and it also didnt overwrite my configs for removing boulders. What sorta dedicated server are you running? Should probs provide some more info as im pretty sure the dev couldnt help you with what you've provided. 

Id recommend for world gen mods you do this.

-First startup (Generates game files)

-Stop server.

-Add in the rivergen mod to "/home/container/data/Mods"

-Start the server again wait for a while as the rivergen mod can take a while to load this will also generate your rivergen config file

-Stop the server when you're able to join.

-Then go to your config file for rivergen "/home/container/data/ModConfig" and change the settings you want to disable and save.

-Optional- if you wanna add any more mods in id do it at this point

-Go to "/home/container/data/Saves" and delete "default.vcdbs" (This is the world file)

-Go to "/home/
container/data/serverconfig.json" add in the

"WorldConfiguration": {
    "landcover": "0.5",
    "oceanscale": "3"
}

-Under the "worldconfiguration" line so it looks like the above^

-Save the file

-Start your server. And it'll generate the world with the rivers.

You could probably do this in shorter steps but i prefer todo it this way to make sure everything is working 100% correctly. I am currently using this on a 1.21.0 dedicated server with no problems

Drew, Sep 4th 2025 at 10:56 PM

Looks like the rivers aren't generating on dedicated servers, mirroring what Adham said.

ZimaLato, Sep 4th 2025 at 2:54 PM

It seems like every time I start the server, the mod's config gets overwritten. So I cannot turn off these weird boluders. Any idea why it happens?

Yes6Ft2, Sep 2nd 2025 at 11:56 PM

Mod works on 1.21.0, servers/singleplayer if you follow the instructions correctly.

Tested with: Better Ruins + Ancient dungeons (Yet to have a structure spawn in the river)

Only issue as of the moment is the new vanilla trader spawns in the river, rarely though. (The treasure hunter i've been told its called)

You can also disabled the river rocks/ clay that sorta stuff if its not your thing using the config above. Tested this also

Devilofether, Aug 30th 2025 at 6:27 PM

I think it breaks the balance of the game if the river can spawn fire clay blocks, at least without any coal around, maybe fix this and add configuration to revert it

ShaeTsu, Aug 30th 2025 at 1:11 AM

Cannot for the life of me get this mod to work on 1.21, it causes world gen to get stuck in an infinite loop. Disabled all other mods and deleted the cache, tried again, and got the same thing. Wold gen stuck in an infinite loop even on an otherwise vanilla game.

GriffinsWings, Aug 29th 2025 at 3:00 AM

Hello! I love this mod.
I was wondering if you had any suggestions for what values in the config to tweak to make rivers show up a little less often in newly generated areas?
I think this might be because of Landform scale being 300%, because on previous worlds where I hadn't made landforms that big, the river generation felt perfectly spaced. I'm just not sure which config value would help this in RiverGen.
Thanks in advance for any help you can offer!

Jomeaga, Aug 18th 2025 at 12:57 PM

Thanks for this mod. I was hoping to be able to turn off fireclay generation from the rivers and do not see a config option for that. Would you consider adding it?

catsarecars, Aug 15th 2025 at 12:20 AM

Loving the updated river generation, this one doesn't break world gen like the other one does, have you thought of adding currents like the original?

Adham, Aug 4th 2025 at 3:30 AM

How do i make this work on a dedicated server? i use a server host not the built in VS host and i have other mods installed, it works on my SP with all the other mods but doesnt on the server, any advice?

Nabbs, Aug 2nd 2025 at 2:03 AM

Dovinya  C:\Users\<USER)\AppData\Roaming\VintagestoryData\serverconfig.json

 

the settings already exist inside the following 

in that file inside ""WorldConfig": {

"worldClimate": "realistic",
"landcover": ".5",
"oceanscale": "3",

 

}

 

 

Just search in that file for "landcover"

 

 

or when generating from inside the game in the world settings yocan just set those two to 50% and 300%  

 

 

 

Dovinya, Aug 1st 2025 at 8:05 PM

Oke I have now found out where the serverconfig.json file is at (or at least I think) yet now I can't figure out WHERE within the file to place it. Just plopping it into the worldcofig part seems to just stop any world gen from taking place

Doko, Jul 25th 2025 at 12:44 AM

Nyuhnyash thanks for having the capability to run it on ARM64!!!

RoxieB, Jul 14th 2025 at 1:54 AM

Fantastic mod, very impressive! Especially the dry riverbeds, I was flabberghasted when the river I was following ended at the desert and I was still able to follow it to the ocean. Makes some very natural looking landscapes with Plains and Valleys.

Dovinya, Jul 6th 2025 at 10:18 AM

Wait, where can I find "WorldConfig"? not finding it in the game files.

Maveriknight, Jul 2nd 2025 at 10:34 PM

Running into a weird problem. Trying to generate a new world with this in the current version, it's the only mod in, but when a river generates, it generates the banks and flowing water but doesn't generate the actual river, only converting any preexisting water in the river's length into flowing. it's like normal worldgen and the river generation both run at the same time or something instead of the river carving out the normal terrain.

deathwolf54, Jun 29th 2025 at 10:29 PM

how do i get this mod to work?

Hypertion, Jun 29th 2025 at 9:32 PM

i have done dozens of singleplayer worldgen tests. RiverGen (and the rivers mod) seem to work fine with structures, base game and modded. Additionally Terra Prety seems to work just fine as well.

the most you get is a river running UNDER a village leaving the village itself untouched, likewise a floating corner of a structure is the worst you get with stuff like better ruins. They can intersect but the structures never are damaged by rivers generating.

with TP the overall effect is actually quite impressive. Rivers carve canyons into higher terrain and mountains or create mystifying and massive caverns. i actually intend to start adjusting the high of these but its still visually fantastic. yes, all rivers generate at the same ocean height, but most larger rivers irl do this.. If TP can manage what this mod acomplishes and iterate on it, it will be a perfect system for overhauling the terrain on its own. Until then im going to enjoy the combo as it currently works.

Wahazar, Jun 16th 2025 at 4:51 PM

Beside of issues with Terra Pretty, how does this mod works with other terrain and structure mods, for example Better Ruins?

UA_Shaman, Jun 15th 2025 at 6:16 AM

YeetPatchy, Arunn
Most likely, this is a small conflict between TP and RG when starting a new world.
I tested in different modes and variations.
When these two mods are together, then during the first generation of the world, the character cannot even appear because the chunks do not want to load. Seraphim has nowhere to spawn. That is why I get the crash that I wrote about below.
When during the first generation I remove the RG mod from the list of mods, generate the world, go to the server, everything is fine. Then I just install the RG mod and load it, then the rivers are generated and the world continues to work normally.
Today, a TP update was released, I will try to test again.
I use almost the same mods as you. So it was strange to me why this...

pondobruin85, Jun 15th 2025 at 3:52 AM

Where are the options for mossy boulders and fallen logs?  Is there a way to reduce river caves?

Arunn, Jun 14th 2025 at 1:59 PM

UA_Shaman these are the mods im using

wildcraftfruit-1.4.0 wildcrafttree-1.3.1 wildfarmingrevival-1.3.6 xinvtweaks-1.8.0 aculinaryartillery-1.2.5 allclasses-1.3.4 animalcages-3.2.2 armory-0.2.4 awearablelight-1.1.31 bedspawnv2-1.4.0 betterfirepit-1.1.6 betterruins-0.4.13 bettersticks-1.2.0 bettertraders-0.0.10 blacksmithenhancements-1.1.4 butchering-1.9.0 carryon-1.8.1 cavetweaks-1.2.0 chiseltools1.14.19 clayprocessing1to4-1.0.3 claywheel-1.1.2 clothshelf-1.0.1 combatoverhaul-0.3.9 commonlib-2.6.1 configlib-1.5.3 danatweaks-3.4.2 expandedfoods-1.7.4 extrainfo-1.9.9 farseer-1.3.1 foodshelves-2.2.1 fromgoldencombs-1.8.12 geoaddons-1.4.2 hangingoillamps-1.0.3 herbarium-1.4.0 improvedhandbookrecipes-1.1.3 lumbersling-1.2.2 maltiezcrossbows-1.2.0 maltiezfirearms-0.14.2 metalrecycling-1.2.0 moreblueclay-1.0.1 morepiles-2.1.5 natshumanskin-1.0.1 nemi-1.1.0 overhaullib-0.2.9 plankstick-1.0.1 playercorpse-1.11.1 primitivesurvival-3.7.7 prospecttogether-2.0.5 rivergen-1.0.0 rlmoonsun-0.1.3 rockstratavariety-0.0.1 sealevelfix-1.0.10 snowcaps-0.0.0 statushudcont-3.2.7 stonebakeoven-1.1.6 stonequarry-3.4.3 terraprety-7.0.2 th3dungeon-0.4.2 toolsmith-1.1.11 vsimgui-1.1.8 vsvillage-2.0.0 vsvillageaged-0.0.5 vsvillageindustrial-0.0.5 vsvillagetowers-0.0.5

YeetPatchy, Jun 14th 2025 at 10:01 AM

UA_Shaman same as Arunn, it's working just fine on TP 7.0.2, might be some small change another one of your mods makes to generation that is breaking it? Best of luck getting it running.

active mods extracted from the server log
mod@ACulinaryArtillery 1.2.5.zip, mod@ApotheosisClutter.zip, mod@BackpackPackStandardcontinued_v1.0.0.zip, mod@BetterForest_0.1.0.zip, mod@BetterTradersv0.0.10.zip, mod@canoemod.zip, mod@chiseltools1.14.19.zip, mod@CottageWindowsSquare_v1.0.9.zip, mod@driftershaveloot-v1.0.3.zip, mod@hangingoillamps_1.0.3.zip, mod@litchimney.zip, mod@lumbersling_v1.0.0.zip, mod@millwright_1.2.4.zip, mod@Molds v0.1.7.zip, mod@MoreRope_v0.0.1.zip, mod@overhaullib_0.2.9.zip, mod@plasterwashes-v1.1.0.zip, mod@primitivesurvival_3.7.7.zip, mod@ProspectTogether-2.0.5.zip, mod@Remnants 1.0.3.zip, mod@ResinOnAllSides-v1.0.0.zip, mod@Rope Bridges v1.1.0 for VS1.15.zip, mod@SaddleBlanketBedsV0.0.4.zip, mod@she1fish-v1.2.1.zip, mod@SmokyChimneys.zip, mod@SnowCaps_0.0.0.zip, mod@sortablestorage_2.3.1.zip, mod@stepfixelk.zip, mod@TraderBalloons.zip, mod@usefultraders-v2.2.0.zip, mod@vsimgui_1.1.8.zip, mod@AgeOfConfession_2.1.4.zip, mod@AncientTools_V1.6.0-pre.2.zip, mod@Auto Map Markers 4.0.2 (Vintagestory 1.20).zip, mod@AWearableLight-v1.1.31.zip, mod@Banners-v1.1.8.zip, mod@BetterRuinsv0.4.13.zip, mod@butchering_1.9.0.zip, mod@CarryOn-1.20.4_v1.8.1.zip, mod@combatoverhaul_0.3.9.zip, mod@Composter-v1.2.1.zip, mod@CoreOfArts_0.2.3.zip, mod@Crateful_1.2.8.zip, mod@ExpandedFoods 1.7.4.zip, mod@farseer_1.3.1.zip, mod@FendragonBCS-v.0.1.7.zip, mod@foodshelves_2.2.1.zip, mod@Forlon1.1.3.zip, mod@FromGoldenCombs-1.20-v1.8.12.zip, mod@GG's General Chemistry v0.2.0 v1.19.8.zip, mod@hardcorewater_1.3.5.zip, mod@herbarium_1.4.0.zip, mod@hit_2.2.0.zip, mod@InterestingOreGen-v1.2.3.zip, mod@kevinsfurniture_1.6.6.zip, mod@lichen1.8.3.zip, mod@maketea_0.3.1.zip, mod@maltiezcrossbows_1.2.0.zip, mod@MorePiles-v2.1.5.zip, mod@oneroof_1.10.0.zip, mod@petai_v3.3.0.zip, mod@pileful_1.1.5.zip, mod@postsandbeams_1.4.0.zip, mod@pottery-wheel_v1.1.2.zip, mod@purposefulstorage_1.0.1.zip, mod@stillnecessaries_1.2.2.zip, mod@stonebakeoven_1.1.6.zip, mod@StorageOptions-v1.0.2.zip, mod@TabletopGames-v2.10.4.zip, mod@TerraPrety_7.0.2.zip, mod@toolsmith_1.1.11.zip, mod@trailmodcupdate_1.2.1.zip, mod@vanillamoremolds_1.1.2.zip, mod@VanillaVariants-v6.0.12.zip, mod@Verticality_0.3.1.zip, mod@vsinstrumentsbase_2.0.3.zip, mod@wildfarmingrevival_1.3.6.zip, mod@woodenfortifications_2.0.6.zip, mod@APanserbjornStory-v0.9.6-1.20.0.zip, mod@armory_0.2.4.zip, mod@ArtOfGrowing_1.1.2.zip, mod@BetterRuinsLootChangesv0.0.3.zip, mod@cats_v3.2.0_petai_v3.0.+.zip, mod@cob_tradercamps_1.1.5.zip, mod@expanded_matter-3.2.2.zip, mod@GoosePiles.zip, mod@PlayerCorpse_VS1.20.7_net7_v1.11.1.zip, mod@RiverGen_v1.0.0.zip, mod@Sammiches_v1.2.8.zip, mod@Sausages_v0.0.8.zip, mod@StickCrafting_1.14.10_1.0.0.zip, mod@stonepiles_1.1.5.zip, mod@StoneQuarry_VS1.20.1_net7_v3.4.3.zip, mod@wildcraftfruit_1.4.0.zip, mod@wolftaming_v3.0.6_petai_v3.0._.zip, mod@bricklayers-3.0.3.zip, mod@Granary.zip, themepack@DRT_AgX_Kraken_0.9.6.zip
UA_Shaman, Jun 14th 2025 at 5:22 AM

Arunn
Hmmm, interesting, I'll have to test it. It didn't work on TP version 7.0.1. Thanks for the info.

UPD: No, unfortunately TP 7.0.2 and RG do not want to work together on my server.

Crash in main-log:
14.6.2025 05:57:05 [Error] Attempting to force generate chunk columns from 3998,3998 to 4002,4002
14.6.2025 05:57:05 [Error] 1 additional worldgen threads active, number of 'undone' chunks is 25
14.6.2025 05:57:05 [Error] Column 3998,3998 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3998,3999 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3998,4000 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3998,4001 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3998,4002 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3999,3998 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3999,3999 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3999,4000 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3999,4001 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 3999,4002 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4000,3998 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4000,3999 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4000,4000 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4000,4001 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4000,4002 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4001,3998 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4001,3999 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4001,4000 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4001,4001 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4001,4002 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4002,3998 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4002,3999 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4002,4000 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4002,4001 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Column 4002,4002 has reached pass 1 (in original req)
14.6.2025 05:57:05 [Error] Mod exception during event OnWorldgenStartup. Will skip to next event
14.6.2025 05:57:05 [Error] Exception: Somehow worldgen has become stuck in an endless loop, please report this as a bug! Additional data in the server-main log
at Vintagestory.Server.ServerSystemSupplyChunks.loadChunkAreaBlocking(Int32 chunkX1, Int32 chunkZ1, Int32 chunkX2, Int32 chunkZ2, Boolean isStartupLoad, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1794
at Vintagestory.Server.ServerSystemSupplyChunks.InitWorldgenAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1538
at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnWorldgenStartup() in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 199
at Vintagestory.Server.ServerEventManager.<>c.b__112_0(Action dele) in VintagestoryLib\Server\ServerEventManager.cs:line 448
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 721
14.6.2025 05:57:05 [Event] Begin game ticking...
14.6.2025 05:57:05 [Event] ... воно кличе тебе
14.6.2025 05:57:05 [Notification] Entering runphase RunGame
14.6.2025 05:57:05 [Notification] Creating SharedWaypointMapLayer
14.6.2025 05:57:05 [Notification] Starting server threads
14.6.2025 05:57:05 [Event] Виділений сервер now running on Port 26975 and all ips!
14.6.2025 05:57:05 [Event] Повернися знову.
14.6.2025 05:57:05 [Notification] Please be aware that as of 1.20, servers default configurations have changed - servers no longer register themselves to the public servers list and are invite-only (whitelisted) out of the box. If you desire so, you can enable server advertising with '/serverconfig advertise on' and disable the whitelist mode with '/serverconfig whitelistmode off'
14.6.2025 05:57:05 [Notification] All clients disconnected, pausing game calendar.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:08 [Notification] Tried to get block outside generating chunks! Set RuntimeEnv.DebugOutOfRangeBlockAccess to debug.
14.6.2025 05:57:09 [Error] Exception thrown during handling event OnGameWorldBeingSaved. Will skip over.
14.6.2025 05:57:09 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.EntityPlayer.get_AnimManager() in VintagestoryApi\Common\Entity\EntityPlayer.cs:line 272
at Vintagestory.API.Common.Entities.Entity.ToBytes(BinaryWriter writer, Boolean forClient) in VintagestoryApi\Common\Entity\Entity.cs:line 2002
at Vintagestory.API.Common.EntityAgent.ToBytes(BinaryWriter writer, Boolean forClient) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 737
at Vintagestory.Server.ServerWorldPlayerData.BeforeSerialization() in VintagestoryLib\Server\Models\ServerWorldPlayerData.cs:line 285
at Vintagestory.Server.ServerSystemLoadAndSaveGame.SaveGameWorld(Boolean saveLater) in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 387
at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnWorldBeingSaved() in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 276
at Vintagestory.Server.ServerEventManager.TriggerGameWorldBeingSaved() in VintagestoryLib\Server\ServerEventManager.cs:line 478
Disciple1337, Jun 13th 2025 at 10:22 PM

Can you add this mod to an existing save?

Arunn, Jun 13th 2025 at 10:07 PM

seems like its working for Terra Pretty 7.0.2

UA_Shaman, Jun 13th 2025 at 7:36 PM

I will join the author below.
I am waiting for a version that will be compatible with the updated Terra Pretty.

ThePlagueDoctor, Jun 13th 2025 at 12:32 PM

Do you intend to update Rivergen to work with the new Terra Prety version? Currently Rivers itself (Which Rivergen is based on as you say) creates a void chunk bug when used with Terra Prety.

 

It would be very cool to have a river mod that works well with Terra Prety. The Terra Prety mod team do say they have JonR looking into River generation maybe you can talk to them for help with making it compatible and work well and no longer cause void chunks. 

Centinuus, Jun 13th 2025 at 1:52 AM

in the rivers.json file, is there a specific factor to tweak that might decrease the frequency of the river caves and make them less possible? I think they're neat every now and then and would like them if they were less common, but when combining it with terrain gen mods that add more hills it seemes like virtually every river ends up cutting through like 8 different river caves

noodlepfp, Jun 4th 2025 at 3:00 PM

Nyuhnyash ah you're right my bad. I was reading logs from 4 months ago... why dont the VS logs overwrite per session? that's so silly. anyways, no problem. I think the world gen has just changed in 1.20.11 a bit, my rivers are all misaligning in new chunks a bit.

Nyuhnyash , Jun 3rd 2025 at 6:42 PM

GlooMeGlo You could use this mod as a replacement since December 2024. 

NastyFlytrap The RiverGen is server-only, players do not have to download the mod to join the server. You can pregenerate the world, then remove the mod and play in the world without any problems. The source-code licenses are different.

noodlepfp Your report is not related to the RiverGen mod, as it mentions the Rivers.NewGenTerra class which is not part of the mod.

SentientCoffee, Jun 3rd 2025 at 11:03 AM

Unlike others I am not getting any errors running this on 1.20.11. I did have some issues getting rivers to consistently spawn but I have mostly fixed that.

 

My recommended settings for getting many rivers without getting many oceans:

  1. Go to %appdata%\Roaming\VintagestoryData\ModConfig\rivers.json

Find the setting called: "riverSpawnChance": 5. When you increase the number it will spawn more rivers. Default is 5%, I've increased it to 20-25%.

2. In worldgen settings change landcover to 80-90%, this will enable oceans and rivers to spawn. If you put it at 100% no oceans or rivers will spawn, but if you put it much lower most of the world will be ocean, which I really don't like.

3. In worldgen settings I put oceansscale on 125% or so, because I don't really want (big) oceans.

Experiment with increasing 1 to get more rivers and decreasing 2 for more oceans (or the other way around if you want).

metasynthie, May 28th 2025 at 4:02 PM

Only the "for game version" information was updated on this mod and quite a few other mods. They all show as "recently updated" but there's no change to files or anything new you have to download since last time. The info change is only to say "it works fine on 1.20.11" (the version released yesterday). 

Inflectus, May 28th 2025 at 3:58 PM

Says it got updated an hour ago, but the last file is from December- did the update get retracted, and if so, will it be returning soon? Or was it an accident to update it?

NastyFlytrap, May 25th 2025 at 10:49 AM

What is the difference between this and https://mods.vintagestory.at/river?

IAMspEeDex, May 10th 2025 at 1:39 PM

Doesnt generate rivers on 1.20.4, configs added.

any solution?

GlooMeGlo, May 9th 2025 at 7:53 PM

Any chance you can make sure this mod is capable to be used as a replacement for the original rivers mod? Mod dev had a crashout with the moderators and got banned for a year. I have a rather large vs server that might be at risk of corrupting in the future if we don't get another version. We use v 4.0.2, haven't updated since, but for future vs updates when we need to update the mod, there needs to be a new version out there. If not, that's understandable. I just know that others are already working on a new fork, and seeing as you already have a fork, you might be of some help.

NukeACitrus, Mar 23rd 2025 at 5:14 PM

Loving the mod! Whish there was a way to lower the chance of these giant tunnels tho. Using terra pretty, you end up with these huge tunnels cutting through mountains and hills. They are impressive, don't get me wrong, but they look a bit too fantasy-like for my taste. 

 

 

Examples of the "issue":

Ixcatl, Mar 17th 2025 at 1:30 AM

absolutely love this mod, but just one thing. could i ask for a config to set which types of clay can spawn in rivers? i'd like to set it to blue clay only since it's a lot rarer in 1.20 (not to mention more realistic)

Faeldray, Feb 27th 2025 at 4:45 PM

Is there a way to have rivers continue through deserts? I can understand not having them start in deserts but for there to be a chunk of it just missing because it's going through a desert feels a bit strange to me. Love the mod otherwise, it makes travelling much more fun and interesting.

Stroomschok, Feb 20th 2025 at 10:03 PM

What do the two unavailable features do exactly?

Zujani, Feb 16th 2025 at 4:54 PM

I love this mod, but I'm having trouble getting it to work on a 3rd party hosted multiplayer server. It's showing in the log that it's loading, and I'm not getting any errors.
It's not a settings issue, as I'm comparing it to a single player world with the exact same seed and settings, and it works just fine there.
I've also tried it with every other mod disabled, and still no luck. Does anyone have any ideas on solving this issue?

Shazza, Feb 6th 2025 at 2:32 AM

I went about 50 hours into a new save - having jumped on RiverGen first thing in my release candidate save, plug n' play no issues - only to find out that the setup is no longer automatic. Not a single river across 15K blocks. Disappointing, gonna see if doing the config change mid-world helps. :c
No dice. Sad to see this break so late into the world, I loved the no-flow rivers because it enabled access with the canoes mod and sailboat much better than just jacking up the ocean size.

To tack on, yes I did also try this on fresh saves with and without the serverconfig changes to see if I could salvage it through worldediting my base to a new worldsave. Anything lower than 80 landcover and higher than 200 scale spawned nothing but tiny little islands for thousands of blocks, but on 80/200 I did actually have rivers appear again!

wary_asparagus, Jan 30th 2025 at 2:42 PM

My config also resets to the default. I'm going to see if setting it to read-only will help.

Proner, Jan 29th 2025 at 6:48 PM

@Jaidaken

I was able to change the configs by being wholly faithful to the numbers' structures, whole numbers, etc.

Jaidaken, Jan 26th 2025 at 11:17 PM

Proner

I agree, it's impossible to change the modconfig file as it is overwritten every time I start the server.

Aldor, Jan 26th 2025 at 8:19 PM

Hey Nyuhnyash! Thanks for making this, LOVE it! At this point, can't play the game without it.

I was curious though - can you explain what each of the custom settings in the config file do?

If not, also curious - is it possible to have rivers follow the curvature of the surface? Having a love-hate relationship with a lot of these massive, perfectly sphereical caves caused by the river generation.

Thanks mate.

Robul, Jan 26th 2025 at 3:16 PM

Cant get this mod to work, i have endless loading screen, what could cause this? What mods are incompatible? 

 

Nyuhnyash , Jan 25th 2025 at 5:34 PM

Yelb %appdata%\VintagestoryData\ModConfig\rivers.json

Yelb, Jan 25th 2025 at 5:32 PM

Hello, where is the file i may change so there are more/less rivers, forks, dephs, caves, etc ?

stinkstank, Jan 25th 2025 at 12:57 AM

  Being able to travel in boats and rafts as a viable travel mode in the interior is amazing.  Thanks for taking the river flow feature out. The original mod leaves entire chunks as empty space you can fall into.  I had to load a few world seeds to finally not spawn on an island but the mainland is not far away.  Works for me on 1.20.0

Zanzi00, Jan 24th 2025 at 10:33 PM

I'm only getting put on islands. I tried the settings above and the ones mentioned by Irakonul

Proner, Jan 23rd 2025 at 5:42 PM

Whenever i try to open a save or a server with the mod, it's ModConfig file just resets to default

Isochronous, Jan 19th 2025 at 6:49 PM

How well does this mod work for previously generated worlds? I would assume I'd have to change the land coverage for it to work? Is that possible to do in a previous gen world? Tyia

Nyuhnyash , Jan 19th 2025 at 1:35 PM

PetraTheSquishy Husarior I've tested the mod on fresh install of the 1.20.1 server (Windows x64). Default Server config + landcover = 0.5, oceanscale = 3. Default mod config. And rivers are there (you can show them on the map with /riverdebug full command) and no errors.

balloonhead666 oceanscale called "Landcover scale" in the World generation menu.

Rivers (and oceans) would not generate with landcover = 1 (default). Also rivers are not generated near the initial spawn area. If you're struggling to find a river it doesn't mean the mod does not work. Try to adjust mod config/world config.

If you thing you have errors, check the logs and if there are exceptions, post the logs here or in Discord.

balloonhead666, Jan 19th 2025 at 10:55 AM

1.20.1 When generating a new world I have to manually change the parameters when creating the game to change landcover to 0.5 but there is no option for oceanscale. When I just change both in the json and create the new world it sets back both parameters to 1. Only saw 2 Rivers on the starting Continent thats all. Maybe this really only works for Serverstart and not Singleplayer.

Husarior, Jan 19th 2025 at 7:40 AM

Does not work on 1.20.1.

Edit: Doesn't work on 1.20.0 too.

PetraTheSquishy, Jan 18th 2025 at 7:27 PM

As of v1.20.1 the generation of rivers does not work it seems. Even with the mod and nothing else but this mod, it still will not generate rivers, even with recommended world Config. This also occurs with the Rivers mod by Sneeze.

Zaldarr, Jan 12th 2025 at 6:02 AM

quartzar how did you generate that world map?

quartzar, Dec 23rd 2024 at 4:46 PM

UPDATE: Figured it out - it's a problem with having more than 1 thread for the following settings in `servermagicnumbers.json`:
```
"MaxPhysicsThreads": 1,
"MaxWorldgenThreads": 1,
```

ORIGINAL:
So, I cannot generate a new world with this mod active on 1.20.0-rc.5.
I need to disable it, delete cache, then create a world first. Then I quit, enable to mod, reload, run `/wgen autogen 0`, `/db prune 30 drop confirm` and `/db vacuum`, then re-enable world gen with `/wegen autogen 1`.
That generates rivers just fine and as expected.
However, if I then save the world and try to reload it, I hit an infinite worldgen loop that prevents the world from loading whatsoever.

I've tried it with vanilla terrain generation mostly but it also doesn't work with Plains and Valleys.

Edit: Also just tried it with only this mod installed, same error on start up.

Pastebin: pastebin.com/EEGqPfih

Dirty_Shisno, Dec 23rd 2024 at 3:05 PM

I agree, the water currents are too strong in original.

Ardail, Dec 20th 2024 at 5:10 PM

kinda glad this mod doesn't have flowing rivers, the other one's flow is so strong that you can't go up river at all
maybe if boats were more powerful but they're rather slow

Cyberboi, Dec 17th 2024 at 8:05 PM

Mers Well yeah this fork doesn't come with any water flow

Mers, Dec 17th 2024 at 5:32 PM

I can vouch for rivers not flowing on our server, currently static with 40% landcover, 400 scale

Irakonul, Dec 17th 2024 at 2:13 PM

I am very much enjoying this fork. In combination with Terra Prety, the rivers create wonderful vallies edged by sweeping hills and cliffs, and, since the water is static and not flowing, travel by boat is possible along the rivers in both directions, leading to a world where boats are actually useful.

Below is a link to a pastboard image of the world map. (World generation settings used were: seed 703041901; Landcover: 80%; Landcover Scale: 300%; Landform Scale: 300%; World Width/Height: 5120; Polar-Equator Distance: 15k blocks; World Height: 320 blocks)

Thanks again for the mod!

Nyuhnyash , Dec 16th 2024 at 9:57 AM

Yelb So it could be run on the server-side and/or on ARM64. If it's crucial to someone.

Yelb, Dec 16th 2024 at 8:46 AM

Hi, i don't quite get it, why the fork ?

ptrk, Dec 16th 2024 at 2:22 AM

I'm ngl, this is exactly what I was thinking would be great when I was looking for server mods last night. So funny it just drops the next day

AzuliBluespots, Dec 16th 2024 at 12:18 AM

The fact that this runs on arm64 is really interesting, ngl