Mods / Vanilla Terrain Reformed

Category: #Cosmetics #Worldgen
Author: Nephelangelo
Side: Both
Created: Jul 14th at 10:14 PM
Last modified: Aug 15th at 1:37 AM
Downloads: 2774
Follow Unfollow 107

Latest file for v1.19.8:
vtr_3.0.3.zip 1-click install


ATTENTION: It is recommended to start a FRESH NEW WORLD for each new update of this mod, do not mix updates, as these changes will not be compatible between versions. So pick a version and stick to it for that particular world!

This latest 3.0.3 update completely redesigns the Vintage Story landscape, and is the first true "mod" in this series, with a range of original landforms introduced to reshape the way vanilla terrain is designed and balanced. This update seeks to establish a core baseline of natural feeling terrain, from the deepest plains, up through rolling valleys, grand hills and extreme mountains, creating smoother and more gradual changes in elevation for both ease of travel and aesthetic beauty. Painstakingly balanced for both gameplay and visual freshness, the most extreme and unique terrain should now feel properly rare, while the more desirable terrain for building should feel properly familiar, delivering a landscape experience which is both pleasing to traverse and feels coherently balanced for Vintage Story gameplay.

Recommended worldgen settings to produce decently sizeable continents with oceans in between are as follows:

World Height: 320

Landcover: 40%-60%

Landcover Scale: 400%

Landform Scale: 300%

THANK YOU to Tenth Architect, BillyGalbreath, dove, and Dekkan for assistance in the development of this little mod.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v3.0.3 1409 Aug 15th at 1:37 AM Show vtr_3.0.3.zip Install now
v2.0.2 629 Jul 28th at 10:21 PM Show vtr_2.0.2.zip Install now
v1.0.1 670 Jul 14th at 10:48 PM Show vtr_1.0.1.zip Install now

28 Comments (oldest first | newest first)

💬 neobit, 3 days ago

Hey, how to setup worldgen settings on dedicated server?

EDIT: I changed the serverconfig.json
"WorldConfig": {
"SaveFileLocation": "/gamedata/vs/Saves/default.vcdbs",
"WorldName": "A new world",
"AllowCreativeMode": true,
"PlayStyle": "surviveandbuild",
"PlayStyleLangCode": "surviveandbuild-bands",
"WorldType": "standard",
"WorldConfiguration": null,
"MapSizeY": null,
"CreatedByPlayerName": null,
"DisabledMods": null,
"RepairMode": false,
"WorldConfiguration":{
"landcover": "0.5",
"landformScale": "3.0",
"oceanscale": "3.0"
},
"Seed": null
},

💬 NephelangeloAuthor, Aug 16th at 4:31 PM

Phoenicius

Each new update so far has changed things dramatically, so updating from one release to another will likely cause very ugly broken chunk borders.

However, because the overall position of the continents do not appear to change as I alter the landforms, I think if you explore every inch of your continent before you update, leaving only the ocean and beyond unexplored, the blending of new chunks may occur deep under the water, and therefore be unseen. But if you want to attempt this, make sure to back up your world!

💬 Phoenicius, Aug 16th at 12:12 PM

If I wanted to update from a previous version (such as v2.0.2) to v3.0.3, do I need to start a new world, or is it safe to update on an existing world?

💬 NephelangeloAuthor, Aug 15th at 6:17 PM

BoldandBrad

From what I can tell, the Geology Addon does not appear to alter the landform.json file, which means it should work great with VTR. It also looks like a super cool mod, I would love more geological variety in VS!

💬 BoldandBrad, Aug 13th at 6:18 AM

Looks very interesting, love to see the way terrain flows in the screenshots. Sorry for the classic kind of question, but do you have any idea if this will conflict with overmuch with the Geology Additions mod? I'd like to run both, but I can settle for just a terrain generation overhaul.

💬 Rivernoodl, Aug 13th at 4:51 AM

Nephelangelo I have found this out myself after testing it, (I was gone for a few days and hadn't had a chance to update it)  It works and I LOVE IT

💬 NephelangeloAuthor, Aug 13th at 1:27 AM

Rivernoodl

Rivers Mod should already work great with it!

💬 Wahazar, Aug 10th at 9:19 AM

Rivernoodl I tested it and it already works with River mod

💬 Rivernoodl, Aug 9th at 7:04 AM

Do you have any plans for adding compatability with the Rivers Mod?  I really like both of these very much and I'd love to run them both at the same time <3

(also I am trying to anyway because I'm mad hahaha)

💬 Cojo, Aug 7th at 2:33 PM

Nephelangelo
Oh, okay! Thank you for the clarification! I guess I've never noticed it before!

💬 NephelangeloAuthor, Aug 6th at 12:01 PM

Cojo

Wouldn't be due to this mod, as it doesn't rework the landforms, it just changes how frequent they are. So you would likely get that quirk in vanilla as well.

💬 Cojo, Aug 5th at 9:31 PM

Hey, I'm having a slight oddity with worldgen with the mod as of late, where on very high mountains, dirt spawns on top of the glacier ice. It's not detrimental or anything, but it is a bit weird to see, hah!

💬 NephelangeloAuthor, Aug 5th at 6:52 PM

Snazzy_J_Wyrm

I think a good cave overhaul would be great for the game, but I don't currently have any plans, or the knowledge, to do one myself.

bagelva

Should be compatible with any mod that doesn't rework the terrain, so I suspect ancient dungeons and underground mines may both work.

💬 bagelva, Aug 5th at 12:14 AM

Would this be compatible with ancient dungeons or underground mines mod? Thank you :)

💬 Snazzy_J_Wyrm, Aug 3rd at 12:15 AM

Nephelangelo

Thanks for the tidings. Have you ever considered making a mod that significantly overhauls the cave systems? I don't just mean frequencies, but shapes, sizes, and what-not. I feel as though all of the caves being small entrances just doesn't really do the game's mix of realism and fantasy any justice.

💬 NephelangeloAuthor, Aug 2nd at 6:03 PM

Snazzy_J_Wyrm

This mod doesn't change cave systems or their frequency, but it can produce large scale mountains that take up quite a large area if you increase the Landform Scale up to 300%. There is also a "humungous mountain" landform that generates with large caverns inside, but it is rare, so you'd have to test a number of seeds, or go exploring, to find one. Good luck!

💬 Snazzy_J_Wyrm, Jul 30th at 7:36 PM

Any seeds/settings combos that would lead to massive scale mountains with several cave entrances in them that lead to large caverns? I've been wanting to do something akin to a kobold-like playstyle for some time now where I build inside caves near their entrances, but I've yet to have found a seed that has any large cave entrances and large scale caverns inside mountains. Preferrably would love something that has a world height of 512 or higher for taller mountain ranges, as well as redwoods or swamps at the foot of the mountain or around it. Would also love it if there's a large source of granite rocks not far from the mountain range.

💬 NephelangeloAuthor, Jul 26th at 6:51 PM

adres4t

From what I'm reading, Worldgenfixremix alters the landform.json file, which will make it incompatible with VTR, as they both rewrite the same file. I recommend turning Worldgenfixremix off and starting a world with VTR on to see what VTR does. Should work fine with any of the game's vanilla "landcover" or "oceanscale" type settings, but I will soon share a personal settings recipe I like to use to produce larger, solid continents.

💬 adres4t, Jul 25th at 10:34 PM


💬 adres4t, Jul 25th at 10:24 PM

@Nephelangelo Can you share your world settings so we can actually see what you had in mind when making this mod? I dropped it in with my current settings and it's just generating more weirdness.

I was using Worldgenfixremix with a decent results,

my settings:

"landcover": "0.8",
"oceanscale": "1",
"geologicActivity": "0.05",
"landformScale": "1.0",

Height 320

 

 

Cheers.

💬 Wahazar, Jul 20th at 2:56 PM

This should be in vanilla VS. I'm bored with all these floating abominations and vertical hills, I tried some wordlged parameters, but it was not satisfactory.

Thank you for contribution, I'm testing your mod right now.

💬 NephelangeloAuthor, Jul 19th at 12:32 AM

Luvkills I've never used the VanillaPlus mod, but according to its creators, their mod "...maintains the vanilla landform variety; it only increases the flat areas a bit." Whereas my Vanilla Terrain Rebalance mod actually increases the smooth hills and mountains more than anything, though it does also increase the frequency of the flatter "realisticflatlands" landform. The main effect this increase in smooth hills has produced is that the game's more bizarre and unique landforms are not as common, which in my view makes them more special and less repetitive to find, but also these unique landforms are now frequently blended with more natural, and in my opinion more interesting and immersive, terrain.

💬 Luvkills, Jul 18th at 7:13 PM

How does this mod differ from the Vanilla Plus mod? Thanks.

💬 NephelangeloAuthor, Jul 17th at 4:53 PM

Stejer The mod is ultimately still Vanilla terrain gen, so it should be compatible with any mod that works with Vanilla terrain. So the River and Floral Zone mods should be compatible, and as long as the "Biomes" mod doesn't change the shape of the terrain either, I would also expect that to work. The only scenario I think it wouldn't work is if you're trying to use another mod that changes the broader terrain, like Plains and Valleys. Cojo Thank you, Cojo! Would love to see some screenshots! :)

💬 Stejer, Jul 17th at 1:28 PM

Do you know if this is compatible with the biomes, river and/or the floral zones mods?

 

And if they are also fine with the Fauna of the Stone Age mods (for better creature spawn)

💬 Cojo, Jul 17th at 1:06 AM

This mod is EXACTLY what I have been looking for - the landscapes feel perfect for just going over that next sloping hill on your own grand little adventure. The mountains are lovely, and it works seamlessly with the rivers mod. Thank you for making this! My little home in the valley I've built up couldn't feel more straight out of a fantasy novel, and I love it.

💬 NephelangeloAuthor, Jul 15th at 8:02 PM

Thank you, Sidfu. Mod zip package should be fixed now.

💬 Sidfu, Jul 15th at 10:29 AM

mod is packaged wrong its 1 to deep

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