Mods / Continental World
- Tags:
- Author:
- badgerson
- Side:
- Server
- Created:
- Mar 27th 2025 at 3:14 PM
- Last modified:
- Apr 27th at 8:17 PM
- Downloads:
- 32523
-
Latest release (for Vintage Story 1.22.0, potentially outdated):
continentalworld_1.1.2.zip 1-click install
The map screenshot above was taken with the the following additional mods:
This is a tiny mod that will inject a custom ocean map generator into the game.
The new generator uses voronoi noise (also known as cellular or "Worley" noise) to give landmasses very nice and coherent shapes. It does so by using the voroni "seed points" directly and assigning them to be either landmass or ocean, at a threshold dependent on your landcover setting. The resulting landmasses are then heavily distorted with FBM noise make them less boring :)
This technique excels at cleanly seperating continents from each other, and also works very well for story locations, as for each location it will mark the nearest voronoi seed point as land, making sure an entire well-sized continent is generated at each location. This includes the spawn point - no more spawning on a tiny island!
Landforms are not affected at all, so you can use this with any world generation mods you like. "Rivers" also works very well as a companion mod.
Configuring
v1.1.0 adds a configuration file! Here is a brief description of what each value does.
- ExtraLandcoverScale (default 2.0): A scale muliplier that's applied on top of landcover scale. Use for extreme continent sizes or to fine-tune.
- CellularJitter (default 0.43701595): Adjusts the "jitter" of the voronoi noise. Lower = more square-y continents. Actually, setting this to zero makes it act very close to the vanilla landcover noise.
- ContinentWarpOctaves (default 5): Number of noise layers/octaves in a noise that warps the continent shapes.
- ContinentWarpScale (default 4.0): Scale of the warping noise compared to landcover scale.
- ContinentWarpPersistence (default 0.75): How much of the strength should be kept each noise octave.
- ContinentWarpPower (default 2.0): How much the warping noise actually warps the underlying cellular noise.
- IslandThreshold (default 1.0): The islands noise needs to go higher than this value to produce islands, so 1.0 means no islands and 0.0 means way too many. 0.8 is a good value
- IslandNoiseOctaves (default 5): Number of noise layers/octaves in the islands noise.
- IslandNoiseScale (default 2.0: Scale of the islands noise compared to landcover scale.
- IslandNoisePersistence (default 0.9): How much of the strength should be kept each noise octave.
- IslandScale (default 2.0): Scale of the islands noise. This one is not tied to landcover scale, so the islands will be of the same size no matter what landcover scale you use, their scale is only affected by this option.
...Obviously, getting real-time feedback on such changes would be preferred, but afaik there's no way to do that in-game. If you know a bit of C#, however, you can use the little tool I bundled in the source code, just run the ContinentalWorldTest project after adjusting the config in this file: ContinentalWorldTest/Program.cs. It will generate a bitmap picture showing your config changes. u
Recommended world generation settings
Landcover: 30% is good for an earth-like land-to-ocean ratio. Go a bit higher if you want more land and less ocean. At above 50% landcover, you will have more land than ocean, and at that point is it really an ocean or just giant lakes?
Landcover scale: 100% is tuned to give reasonably sized oceans so you won't have to sail for days to reach new continents. At this setting each landmass/ocean "tile" is about 1000-1500 blocks in size on each axis. If you prefer more a realistic scale, 200% to 400% is ideal.
If you're using the rivers mod, the default settings work fine. You can also use my customized rivers config, it tunes the rivers to be a bit more wobbly, removes boulders and river tunnels, and a few other things. of course this is only personal preference. Note that the "landScaleMultiplier" setting in Rivers has no effect when also using my mod.
"disableFlow": false,
"minForkAngle": 15,
"forkVariation": 35,
"normalAngle": 20,
"valleyStrengthMax": 1.2,
"valleyStrengthMin": 0.8,
"noiseExpansion": 1.25,
"riverPaddingBlocks": 256,
"landScaleMultiplier": 1.0,
"minSize": 14.0,
"maxSize": 50.0,
"minNodes": 8,
"maxNodes": 20,
"riverGrowth": 3.0,
"downhillError": 1,
"minLength": 150,
"lengthVariation": 200,
"zoneSize": 256,
"zonesInRegion": 128,
"riverSpawnChance": 0.2,
"riverSplitChance": 0.35,
"lakeChance": 0.15,
"segmentsInRiver": 3,
"segmentOffset": 40.0,
"baseDepth": 0.1,
"riverDepth": 0.022,
"heightBoost": 8,
"topFactor": 1.0,
"riverOctaves": 2,
"riverFrequency": 0.005,
"riverLacunarity": 3.0,
"riverGain": 0.3,
"riverDistortionStrength": 20,
"riverSpeed": 0.5,
"maxValleyWidth": 75.0,
"oceanThreshold": 30.0,
"fixGravityBlocks": true,
"boulders": false,
"gravelBeaches": true,
"RegionSize": 32768,
"ChunksInRegion": 1024,
"ChunksInZone": 8
}
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.2 | continentalworld | 13688 | Apr 27th at 8:17 PM | continentalworld_1.1.2.zip | 1-click install | ||
|
Patch for compability with vintage story 1.22 | |||||||
| 1.1.1 | continentalworld | 10313 | Nov 8th 2025 at 3:20 PM | continentalworld_1.1.1.zip | 1-click install | ||
|
Updated for compability with VS 1.21, no further changes. Remember to tweak landform settings on world creation - the new defaults for VS 1.21 will probably be disappointing with this mod enabled! | |||||||
| 1.1.0 | continentalworld | 7206 | Apr 9th 2025 at 2:52 PM | continentalworld_1.1.0.zip | 1-click install | ||
|
This update adds a config file that lets you fine-tune the continent noise to your liking. The defaults are kept exactly as-is, so you can update the mod without worry. Also, I added an extra noise layer that generates little scattered islands in the oceans. It's turned off by default, so to get islands to show up you have to adjust the IslandThreshold value in the config. Set it to 0.8 or something like that. ...Obviously, getting real-time feedback on such changes would be preferred, but afaik there's no way to do that in-game. If you know a bit of C#, however, you can use the little tool I bundled in the source code, just run the ContinentalWorldTest project after adjusting the config in this file: ContinentalWorldTest/Program.cs. It will generate a bitmap picture showing your config changes. | |||||||
| 1.0.0 | continentalworld | 1316 | Mar 27th 2025 at 3:15 PM | Empty | continentalworld_1.0.0.zip | 1-click install | |


Still being maintaned?
Well, looking at the mod in 1.22.3, it looks like it will scale the continents.. but not spread them further apart? this is on a ~0 landcover world. Started at 50% lc scale, and took it up and up world by world. the distance between the center of the continents did not change, but the size of them did.
Given that landcover and landcover scale are both disregarded by Terra Prety's current ocean generating system, how does that interact with Continental World?
I'm trying to get distinct landmasses separated by a continuous ocean but I keep ending up with the "giant lakes" described above.
so ive been trying to generate very large islands basically small continents and im wondering what worldgen settings and configs i should use to get a realistically sized island
Bumping up. I am struggling with this as well. I am using CLO, Rivers, Watershed and it kinda works. I am using 30% landcover which seems fine. Then landcover scale- my goal is to have reasonably large islands for single player- large enough to not be trivalized by boat and elk but small enough to force me to visit other islands at some point. So far I faied to get desired outcome. With landcover scale set to 200%, the continent is way too big. I am using boat and follow the shoreline. I then tried 25% landcover scale and there were no rivers, cause islands were like 2-4k blocks wide. Bumping landcover scale to 50% also had no rivers. Islands were about 5k wide. Then, and here is my issue, bumping landcover scale to 100% created a monstrosity I am yet to fully circle. It went 12k blocks north, 22k blocks west and, so far, 12k blocks south, with totally messed up shoreline. To the point it literally made an almost full circle and created a mini-ocean in the centre. I mean, cool shape but jumping from 5k to like 40k with no way to get some middle ground of lets say 15-20k wide is a pity. Also, since I am already here, anyone had any luck with tweaking the json settings? I would love to have a little less crazy shoreline cause now it is just bonkers. It literally feels like every time I think this super-continent will finally start circling back, it just makes a massive peninsula and then goes even further... :/ Lowering landcover scale to 50% creates, maybe 10x smaller continent.
Check it out- I gave up after almost 2 hours of flying around. Its around 22k blocks wide https://imgur.com/a/H7IK6al
EDIT: Oh there is also 75% landcover, how could I miss that. Also, even with all these difficulties, this mod does way better job than vanilla in creating oceans, so for me using it is a no brainer if I want to have meaningful sailing.
I just tried this and it works fine in 1.22.2, no performance issues either
I tried on 5 different worlds with varying settings and could not get it to work
when I made a world with around 40% lancover and 300% lancover scale it was almost entirely islands, after making one with mod it became a large continent so idk why it might not be working
I think 300% landcover scale with 40% landcover should be like that. I am currently playing around 20% landcover and 125% landcover scale for nice large islands with decent amount of sea separating them but even with this setup, sometimes main island is just huge. or opposide- a distorted square 4x4k ish. Also in json file there is an extra multiplier to landcover scale with 2 as default so you setting it at 300% makes it as if its 600%. At least that's how I understand it and testing seems to support that.
I have tried creating dozens of worlds to get this to work and I can say with a decent degree of confidence it does not work on 1.22.2, I'll have to try backporting to 1.22 cause I really wanna use this one.
Yeah I'm not sure but I don't think this is working on 1.22.2
I'm trying to understand this mod as well. Let's work together to figure it out. Initially, I believe the continents are so big to the point we think they are never ending stretches of land. Try setting Landcover 30% and Landcover Scale 50%. Let me know how it looks. I believe we need to lower the scale much lower than we thought to get a good result.
Okay it DOES look like it's still working, but the generation looks like it's now a mix of the old Continental World and base game. I made my settings more agressive I set Landcover to 50%, and then Landcover Scale and the other one to 100%, for some definite continents. But also running the same seed without the mod showed me that its.... mostly just cutting through the landmasses now. I'm not sure if that was actually what it was doing the whole time and we didn't notice though.
This mod is causing my game to slow down to a crawl, from 200+ fps down to 1 or 2 fps. Which sucks because I like what it does to the landmasses.
I did lower my graphics down a setting and it seemed to have fixed it. A shame because it's only this mod that is causing this.
You should remove this line
from your recommended Rivers Config spoiler on this page. As this line doesn't exist in the current version of Rivers. Thanks.
Terra Prety claims that the mod ignores the Landcover and Landcover scale settings at world gen and uses their own settings to generate oceans, would this mod ovveride that or no?
What exactly does the config file define as an island vs continent?
UsulMuadib set landcover to 0% and tweak the island generation settings - IslandThreshold (set to ~0.8), IslandNoiseScale etc until satisfied. the islands noise is a lot more blob like and less like continents so maybe what you want.
what configs would i use to generate large islands ?
is it compatible with the watershed mod ?
edit : apparently it does, so I'll test that
Thank you for updating! This is an essential mod for me lol
Thank you for the update!
update?
im hoping that this mod does get updated for 1.22.x, or at least someone forks this thing. I am really going to miss the sense of exploration and adventure this mod has brought me until a replacement comes around.
Other Rivers Mod configs I've seen don't have the "landScaleMultiplier" line whereas yours has a value of 1.0 ... what purpose does this serve, because I can't find any documentation that covers it.
gg
Captin_Krunch all this mod does is change where land is generated and where ocean is generated,nothing more. What you're asking (as far as I understand) does not fall under this scope. It's more likely that a tweak to the VS village mod can make it possible, like by adding a minimum radius from spawn to the villages.
DustZMann that's unfortunate. I think maybe there were already issues with 1.21. Getting it to work at all took a while so I'm not too eager to have to look into it again.
I am here to report that sadly, the new world generation in 1.22 has a few conflicts with this great mod.
You mentioned story structures check and ensure they get an island. Is there any way to do the reverse of this. I wanted to use the VS village mod but I didn't want any villages on my spawn island. Is there a way to tell spawn island not to spawn any vs village structures?
Just wondering if this mod is working without generation issues on 1.21.6?
Big +1 to an islands world
Same, I would like an islands world.
I've tried to created an island world similar to the 2nd square of the first row of the map screenshot above, and could not achieve similar results. I've even tried to mess with the config file, changed the islandTreshold to 0.0, but still no luck. Can you provide the exact config values needed to get those results?
Hear ye hear ye! Let this be a warning to any future users to pay very close attention the recommended settings given by our generous mod author. I foolishly set my Landcover scale to 500% and have been sailing for multiple IRL days in order to map and encircle my starting continent. I have yet to reach to the Eastern coast as I'm still on the Southern coast and I fear that I may never see the rising sun from the ocean. Be aware!
Grinderi Did you make sure to change landcover? Otherwise by default it's at 97.5% and that gives little to no chance for an ocean.
I am testing this on current version with p&v and rivers mod and seems like it has little or no effect how the world is generated
Heyo! I'm having issues getting this mod to run even by itself on default mod configuration and recommended landcover and landcover scale. It doesn't seem to have an effect and I am not entirely sure why? Any advice would be appreciated, I'm sure I am managing to bugger something up somewhere along the way @-@
When I used this mod + plainsandvalleys (no rivers) it seemed to work perfectly fine, aside from spawning me underground under the ocean- The worldgen itself seems to be working just fine other than that though.
DArklapp can you elaborate on "stopped working"? Does it crash your game? Generate big vertical cliffs at new terrain?
It worked in conjunction with rivers and plainsandvalleys until version 1.21.5, and stopped working from version 1.21.6 onwards.
Is this compatible with Conquest Landform Overhaul btw? First time using mods so
badgerson
Realized the Mod Config was in a separate folder from where The mod manager takes me. Once I found it I realized it was way simpler than I thought. This has been a learning experience, thanks for your help!
Marcha there are no magic file managers or apps, if you have the rivers mod installed you should see a plain text file in the ModConfig subdirectory of wherever your game stores data. try opening your game, click on Mod Manager then "Open Mods Folder" that should get you close
MagnaFM its a small C# program as part of the mod source code, to run it you have to set up a modding environment with links to Vintage Story's dll files, then you can run the ContinentalWorldTest project as mentioned in the mod description
Apologies if this is something extremely obvious, but i've not got any experience coding. I wanted to add your config for the rivers mod, but i cannot find the appropriate file. Is there a particular file manager or application that I am meant to open? Thank you in advance.
How did you get those continent previews? Can you point me in the right direction to do that myself?
badgerson Great, thanks for confirming
The_Revisionist no need to update, no, there are no real changes in the new version, just re-compiled for .NET 8. It's wild that some mods are still compatible across major versions! Polar opposite of the situation in that other block game, not fun being a mod author over there :p
badgerson
I have been using the latest game version with the old version (1.1.0) of the mod. It's been working fine for me. It sounds like I'm better off not updating at this point I guess.
The code that forced the world spawn to be a landmass is very likely broken now with 1.21 :( unfortunate
The_Revisionist
I don't know. If you are updating Continental World you are also updating Vintage Story past 1.21, right? If so there are breaking changes to world generation, so you will definitely have some weird chunk borders or something like that.
Right now I'm playing around with the latest version and this mod, I'm confused because the continent sizes seem different from before even with the same settings, I believe something may have changed internally even tho I didn't expect it to affect Continental World at all.. continents just seem really small all of the sudden.. will have to investigate more
I'm wondering if I can use this mod with a world generation mod like Conquest Landform Overhaul. Do they work together or against each other?
badgerson
Wow this is soooo nice ! I remember suggesting a similar technique using voronoi cells during a discussion about continents on the Discord and never took the time to try to code it, so this is a very good surprise ! I'll definitely try it with other realistic terrain generation mods. Thank you so much !
Thanks for the update! Is it safe to update to the new version on an existing world?
BeshariaSilmari should be fine with most terrain gen mods with exception of terra pretty cus that one also changes continents
Is this compatible with plains and valleys for flatter landmasses or do I not need that mod?
i got this to work on one out of 30 1.21.4 world gens. Idk what I did and im trying to recrate it. it seems to be with one specific seed but it must be something else too.
Please update this mod to 1.21š. This is the best worldgen mod i have ever seen, even compared to the other block game.
Is there a way I could use this mod to affect worldgeneration in such a way as to give me one continent? I'm looking into generating a smaller map runthrough on a 25k x 25k world or so. I do want an ocean, but I want one solid landmass in the middle of the map with oceans around the boarders.
1.21.2 has been released and there won't be any new updates until 1.22
So can you please update this mod and also Farseer. That would be much appreciated.
Any chance of this being updated?
Could you recompile your mod in .NET 8.0 so it can be used in 1.21?
Hey how does this work with conquest landform overhaul? Does it look ok?
badgerson I see, thanks for confirming this. Do you think this mod will be compatible with newer game versions if the devs change worldgen?
The_Revisionist I have tested the reverse (adding the mod to an existing world) and unfortunately it will create giant stone walls on chunk borders in between old and new terrain, because it changes the ocean layout
Is it safe to remove the mod without having to start a new world? Will I be able to generate new chunks without any glitches?
As of Rivers 4.6, the default Rivers config is a near perfect match for they above config, all the numbers match up 1 to 1, it's just a few extra settings at the end. Unless I missed something of course, but I read it over twice. So, I think your tweak got merged into the base settings. So that's neat! (This could have been known info, if so my bad)
Yesterday when I generated a world using this mod + rivers + plains and valleys I flew around a little in creative mode to see if it had properly worked and I did find a few large areas in the ocean where the chunk was just an empty void
Fluff_Riverfox I haven't noticed anything broken, but I haven't explored areas where the world gen has changed like the coral areas and whatnot.
badgerson I figured that was the case.. š„ I've been doing a lot of testing with the config and I think there is a way to get it to work, If I can figure it out I'll let you know, .
So mod works for 1.21? No need waiting for update? Don't wanna start new server and having artifacts suddenly
osayra the rivers kinda need a lot of land in order to form correctly, so if your continents are too small, they will never generate :(
I think you can probably increase their spawn chance again with some tweaks to the rivers config, but I'm not sure exactly how.
using your riverconfig (which is fantastic thank you) and setting "ExtraLandcoverScale" to 0.0-1.0 disables rivers or at least drastically decreases their spawn chance, no idea why this is happening I'm losing my mind
ok I found that if I just keep it at 2.0 and set the in-game landform to 10%, I get the size I want and it doesn't disable rivers !!
K1ll3rM
I did a quick test, didn't notice any problems, everything is generated))
Does this work with 1.21? If not an update would be greatly appreciated!
Marlim you are not the first to be tricked by my fake map! It's actually generated directly from the continental noise algorithm, so it's not really an in-game map.
WonderMonk the config file will magically appear close to where you put the mod archives, in a directory called ModConfig. Many mods store their settings in this folder
How do you access the config file? I'm using vissual studio and theres not file with the name in the description, I have checked both files and both don't even seem to have any code in them? Is somthing wrong on my end?
How did you get such a good image of the map? 32k x 32k is very big, how did you do it?
badgerson
For an unknow reason, this mod doesn't work well with «BetterRuins» and «Rivers».
For instance, when I try to generate a new world with only «BetterRuins» and «Rivers». Everything work fine and rivers generate. Same with only «Rivers» and this mod. But, once I mix this mod with «BetterRuins», the rivers don't generate.
I use BetterRuins 0.4.12, to be precise.
I don't know if it's some overlaping thing about oceans, since «BetterRuins» have added some story in them, but something's wrong.
Lettinyaknow it's a known issue with Rivers that sometimes happens. For me it's usually fixed by restarting the game.. and creating a new world..
how did you get your mod to work with rivers and plains and valleys? when i play with all 3 mods the chunks where the rivers were supposed to generate just get deleted
Yololator with all landform mods, including terra prety
is it compatible with terra prety?
I'm using this along with plains and valleys as wells as rivers and for some reason the world is sometimes generating with a layer of rock over the surface. Like the map shows grass but in world it's 1-3 layer thick of rock, sometimes there's even a 1 block gap under the rock which I can crawl into, revealing that the map-shown terrain is there, it's just covered.
K0TTINY Likely a side effect of how it's setup now, but it's mostly an issue with very low landcover.
Hey, Iāve been tweaking the config to get proper continent shapes, but they keep turning into long, stretched-out spaghetti instead of coherent landmasses.
Iām using
landcover = 20%andlandcoverScale = 400%, and Iāve already reducedContinentWarpPower, but the continents still donāt feel rounded or cohesive.Any tips on getting more rounded, coherent continents that donāt stretch endlessly?
Thap Actually I think I have?? The plate tectonics method he uses wouldn't work well on an infinite grid like the VS world, at least without some major alterations. What I do here is much closer to vanilla VS landcover noise than to what's happening in this video.
Have you seen this?
Adnyeus there you go, with 1.1.0, just go open the config file and set ExtraLandcoverScale to something huge, maybe 10 or 20? And voila, massive continents.
This looks amazing!
So a couple hours ago I started sketching out a plan for a worldgen overhaul. And at the core was this concept of using land and ocean seed points with voronoi mapping. I googled it to see if/how voronoi could be implemented in VS and it took me right here. Very exciting to see that the idea is viable! Going to be going over your code to see what I can learn from it.
this looks great! guess im restarting a new world with this. cheers!
Any Chance to get this for older versions? I would love to use this for 1.19.8
Adnyeus that is absurd, but sure, I'm working on a config file so you can scale the continents to any arbritary value.
make 500.000 x 500.000 and we have download.
This has produced some stunning scenery alongside a few other world gen mods. Great work!
Damn, this looks great, of course it has to come out right after I start my new playthrough, haha. Thanks for sharing regardless, I'll definitely be using it next playthrough!
Heckacoolmon you've got it spot on. Landcover scale of about 10-20% gives very smol islands. Landcover of 15% would mean approx 15% of the world is land. You can play around with it using creative mode, press f2 a bunch of times to fly really fast and look around. That's how I test
Sweet, now let me ask one ome question. the size of the islands and ocean "tile" is determined by the land cover scale and the size for a land time about the same as the size for an ocean tile? then the land cover percentage is the ratio of ocean tiles to land tiles?
So if I wanted a small archipelago map with a lot of small islands I would need something like
Landcover:15%
Landcover scale: 50%
Heckacoolmon haven't tested, but it should work fine with all of the worldgen overhauls :)
I've been hoping for a mod like this to come along! have you tested it with Terra pretty at all?