Mods / VanillaPlus WorldGen

Category: #Worldgen
Author: vevi33
Side: Both
Created: Feb 17th at 4:15 PM
Last modified: Mar 9th at 8:07 PM
Downloads: 4247
Follow Unfollow 186

Latest file for Various v1.19.x:
VanillaPlusV1.3.5.zip 1-click install


VanillaPlus WorldGen

 

Overhauls the vanilla world generation to a much more realistic and smoother one while maintaining the vanilla landform diversity.

Compatible with 1.18 and above. It doesn't change the ore or structure generation, so it should be compatible with every mod.

Not compatible with other landform mods! (Like Plains and Valleys)

 

I've rewritten the whole surface world generation, I modified all of the vanilla landforms. This mod, unlike others, maintains the vanilla landform variety; it only increases the flat areas a bit.

 

-It fixes most of the noisy, shattered vanilla worldgen.

-Worlds are gradual and smooth, diverse and balanced.

-Balanced lake, swamp (with plenty of reed and plants), flatland, elevated flatlands, mountains, glaciers, hills, hills with caverns, etc. generation. I maintained the high variation rate between these.

-Much easier to build and terraform to these worlds.

-Should be compatible with all mods (except similar worldgen mods), it only modifies the landforms.json file. Sturcture generation mods are supported.

 

If you use 382 and higher world heights, I recommend to use higher landform scale than 100%. (With vanilla worldgen the worlds are really noisy and filled with floating objects at these world heights. It shouldn't be the case with this mod.)

I also recommend avoiding using oceans, since there are planty of water already in the generated map, similar to vanilla.

 

Perfectly optimised for 320 world height without oceans and 100 120-140% landform scale. Unfortunately, despite my best efforts, if you increase the world height, you should adjust the landform scale a bit; without it, mountains will become too steep and sharp, this is how the game works. :/

Updating this mod to a newer version should not cause any issues even with existing saves, the updates contain only minor corrections and improvements to different landforms to make them better.

This mod is save-game compatible, however newly generated chunks will be different if you add this mod mid-game.

 

 

Feel free to suggest ideas for future versions, I want to make the vanilla worldgen as good as possible.

 

SupportLink

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.3.5 2063 Mar 9th at 8:07 PM Show VanillaPlusV1.3.5.zip Install now
v1.3.3 1462 Feb 18th at 11:10 PM Show VanillaPlusV1.3.3.zip Install now
v1.3.2 112 Feb 18th at 5:27 PM Show VanillaPlusV1.3.2.zip Install now
v1.3.0 226 Feb 18th at 2:09 AM Show VanillaPlusV1.3.0.zip Install now
v1.2.9 79 Feb 18th at 12:07 AM Show VanillaPlusV1.2.9.zip Install now
v1.2.5 72 Feb 17th at 9:39 PM Show VanillaPlusV1.2.5.zip Install now
v1.2.4 53 Feb 17th at 9:10 PM Show VanillaPlusV1.2.4.zip Install now
v1.2.0 107 Feb 17th at 5:26 PM Show VanillaPlusV1.2.zip Install now
v1.1.0 46 Feb 17th at 4:19 PM Show VanillaPlusV1.1.zip Install now

31 Comments (oldest first | newest first)

💬 Karmyne_Arkevos, Apr 14th at 2:05 AM

Is it possible to make this work with the Rivers mod? I know a set of settings to make Rivers work with Plains and Valleys, but just wanted to ask.

💬 Blazha, Apr 1st at 4:34 PM

JonoJija Those water bodies are possible in vanilla too, not related to this mod, seen them since 1.15.

I kinda have fear of deep dark water, hate those. There are even huge underground pockets of water, not connected to the surface or cave systems.

💬 B0bb0, Mar 31st at 2:36 AM

@vevi33, Thanks so much.  I do not miss the gorges.  Awesome mod.

💬 JonoJija, Mar 27th at 6:57 AM

Im finding bodies of water that are ridiculously deep and extend under the ground. If I have soil/sand gravity on, whenever I break a single block on the edge of these deep water bodies, it causes a massive landslide or sandfall all around. I assume this isn't normal? Is there anyway to stop this? 

💬 vevi33Author, Mar 15th at 3:27 PM

I am glad you enjoy it guys. Actually this game is so amazing, I don't know why the vanilla wordgen is so "rough".

💬 Graydient05, Mar 15th at 9:44 AM

vyrkee yeah it was always like this, the mod is amazing and makes the world far more.... livable, and not a nightmare to exist in.

💬 vyrkee, Mar 14th at 1:23 PM

man, this finally makes the game playable for me. vanilla worldgen was driving me insane lol. i don't know if it was always like it but something is wrong with it. thank u for the mod.

💬 vevi33Author, Mar 9th at 8:11 PM

Tentharchitect

Great idea, added to the mod description. :D

Novabella

I suggest you to experiment with the the "Landcover scale, lower than 100%" Also if you use 320 map, use "Landform scale 120%" :)

💬 Tentharchitect, Mar 8th at 6:06 PM

Hey, I've been noticing some confusion in threads about compatibility between worldgen mods vs landform mods. It seems like due to phrasing some folks think landform mods aren't compatible with all other types of world gen. I'm posting this message in all landform mods, asking if we could standardize our warning to 'not compatible with other landform mods' so maybe you can reduce confusion. 

-Thanks!

💬 Novabella, Mar 3rd at 1:12 AM

Do you have any recommended world settings to generate large oceans between large landmasses with your mod? I want a more earthlike world that has oceans, so the shark mod actually functions.

💬 Cepulka, Feb 26th at 3:14 AM

vevi33

Great! Good to know. Thanks for a quick reply and for an amazing mod.

💬 vevi33Author, Feb 26th at 1:23 AM

Cepulka

 

Yes, it is safe to remove. However it should be supported even in upcoming versions but I will try to update the version number in the modinfo asap in the future.

💬 Cepulka, Feb 25th at 4:19 AM

Question. Will it be safe to remove this mod and continue playing with vanilla generation in the same world? Asking just in case this game gets updated and this mod won't be supported anymore.

💬 Eggie, Feb 20th at 10:36 PM

vevi33 Thank you!

💬 vevi33Author, Feb 20th at 8:47 PM

Eggie

With 30-40 upheaval rate and 120-140% landform scale on 320 height map the results are pretty great IMO. But adjust according to your taste :)

💬 Eggie, Feb 20th at 8:45 PM

vevi33 What upheaval rate works best with this mod in your experience?

💬 Tentharchitect, Feb 20th at 3:13 PM

Woo! Nice to see more landform mods

💬 Snort, Feb 19th at 6:04 AM

I generated a couple more maps and had better results with your suggested settings, I think maybe the one or two seeds that spawned my questions just sort of didn't vibe with me. I got one with no oceans that had a lot more interesting water features and still had some areas of 'extreme' terrain that didn't have the vanilla 'choppy noise' vibe and were buildable.

Love the mod!

💬 vevi33Author, Feb 18th at 11:21 PM

After excessive testing the best and most balanced results are with 120-140% landform sclale at 320.
Unfortunately, despite my best efforts, if you increase the world height, you should adjust the landform scale a bit; without it, mountains will become too steep , this is how the game works. :/

💬 vevi33Author, Feb 18th at 5:29 PM

Snort

Oceans won't break anything, this mod has the vanilla balance between land and water ratio. You can use lower landform scale, but I think 100% works the best at 320.

DarkThoughts

Further testing showed that without the river mod there are no chunk border issues.

💬 DarkThoughts, Feb 18th at 2:46 PM

vevi33 I think I already deleted that world but if I come accross another I can try to regenerate the same seed & settings without the rivers mod. I've seen similar reports from someone who used the Plains & Valleys mod but I personally never experienced any chunk borders like that myself using the same combination. Might just be a rare occurence thing though and I happened to experience it when I started testing your terrain gen.

 

Snort Oceans don't break anything as far as I'm aware, but they are empty and ugly so I wouldn't recommend them that much. If you do use them, for example for the rivers mod, or just out of preference, then I'd highly recommend to increase the landcover scaling to 300-400 percent. Otherwise they'll basically shrink your walkable area by a lot. At 50% they'd just "remove" half of your original land area, so with the landcover scale setting you'd increase the land size to compensate for that.

💬 Snort, Feb 18th at 7:13 AM

Two questions I might be able to answer myself playing with settings for awhile, but wonder if you have an idea through testing vevi33:

-Do oceans 'break' anything - get really ugly or weird - or is it just suggestion? Personally tend to like high-water worlds, so wondering if it makes sense to try these.

-Can I bring back a little more vanilla 'noise' by changing either landform scale down or upheaval up/down? For context, I feel like your settings are 80%-90% what I want, but I think I like when the vanilla 'noise' creates some really unique spots - its just that vanilla kind of goes way too hard. This mod has some great spots, but I feel like if I could tune it just a tiny bit more extreme it would hit exactly what I want.

No worries if you don't know or if its vague to answer these since they're sort of 'personal taste' questions, I will test also.

💬 Kara, Feb 18th at 12:48 AM

this is amazing btw <3

💬 vevi33Author, Feb 18th at 12:13 AM

DarkThoughts

Can you reproduce the chunk issue without the rivers mod?

Without it I never had anything like that before.
Did you use it on a fresh map?
The "streakiness" is not that obvious for me, sometimes can be noticable not far less ofthen than in vanilla, but it is inevitable, we have to choose between gradual and noisy gen unfortunately. :D . Try to use it without the rivers mod.

I also fixed an issue with one particular landform. As I tested there are no chunk errors or really weird gen terrain anymore.

imgur.com/a/OO5QOyt

 

💬 DarkThoughts, Feb 17th at 10:13 PM

Quick initial testing made me find some chunk borders (new world). I had a similar small scale thing like this with a small hole cutting of water but didn't screenshot it.

https://i.imgur.com/qg0BbiA.jpg

https://i.imgur.com/qpadpzn.jpg

I did not have those before with the other mod. Terrain seems generally okay so far, kinda has the same "streakiness" as vanilla though, which is still obvious on the map to me. I didn't had that much with Plains & Valleys but maybe that's specific to some landforms that are just generated that way and they removed most of those. Some of the smaller hills were often still very round. I don't know if that's some specific landform or just an oddity when something generates at a smaller scale.

💬 Bone_D, Feb 17th at 9:06 PM

Looks pretty cool have to try!

💬 vevi33Author, Feb 17th at 9:01 PM

Use the latest version.

v1.2.5

I added a bit more variety to moutains again :)

I hope you will like it. DarkThoughts

 

💬 DarkThoughts, Feb 17th at 8:58 PM

vevi33 Thanks. I'll give it a spin to see if I like it. :)

I liked the Plains & Valleys mod, especially over vanilla terrain gen, but it was often a bit lacking in variety.

💬 vevi33Author, Feb 17th at 8:35 PM

DarkThoughts

 

No, not all moutains. That was my issue with the other mods, the lack of variety between landforms.

The most common are the realistic moutains, which are arounded at the bottom but becomes gradually thinner.
There are moutains with sharper edges, different hills and elevated flatlands and swamps, there are also some with interesting holes and spikey features.

The difference that it has more landform variety than other mods (as I am aware of). The diversity is similar to the vanilla terrain generation, however it is not as rough.

💬 DarkThoughts, Feb 17th at 8:02 PM

The wording makes me think this is comparing itself to Plains & Valleys? Which I believe straight up removed a lot of the rougher landforms instead of modifying them.

Are all the mountains this round & bubbly looking, like in the screenshots?

💬 Cuiwi, Feb 17th at 7:13 PM

Oh this looks fabulous, I can't stand vanilla's jaggedy garbage, I'll try this!

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