Mods / Plains and Valleys

Category: #Worldgen
Author: Tentharchitect
Side: Server
Created: Nov 5th 2022 at 11:21 PM
Last modified: Aug 21st at 8:25 PM
Downloads: 6586
Follow Unfollow 167

Latest file for v1.19.0-pre: 1-click install

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

While possible to use on old worlds, it is highly recommended to start a fresh one and to stick with only one version of this mod. 

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

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.5 2004 Aug 21st at 8:25 PM Show Install now
v1.0.4 1096 Jul 14th at 4:34 PM Show Install now
v1.0.3 831 Jun 19th at 4:48 PM Show Install now
v1.0.2 780 May 2nd at 11:36 PM Show Install now
v1.0.1 1635 Nov 6th 2022 at 4:52 PM Show Install now
v1.0.0 225 Nov 5th 2022 at 11:24 PM Show Install now

64 Comments (oldest first | newest first)

💬 TentharchitectAuthor, Nov 23rd at 2:13 AM

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

💬 Orcling, Nov 20th at 11:47 AM

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

💬 TentharchitectAuthor, Oct 12th at 7:58 PM

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

💬 TSense, Oct 12th at 5:43 PM

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

💬 TentharchitectAuthor, Oct 1st at 3:49 PM

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

💬 AlmondSnake, Oct 1st at 8:13 AM

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

💬 TentharchitectAuthor, Aug 30th at 12:35 AM

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

💬 Kara, Aug 29th at 11:58 AM

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

💬 Mirok, Aug 28th at 11:05 AM

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

💬 TentharchitectAuthor, Aug 26th at 3:53 PM

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

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

💬 Raccoon24, Aug 26th at 5:31 AM

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

💬 TentharchitectAuthor, Aug 25th at 7:37 PM

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

💬 breeze108, Aug 25th at 6:29 PM

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

💬 TentharchitectAuthor, Aug 23rd at 1:14 AM

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

💬 Spayne, Aug 22nd at 8:46 PM

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



💬 TentharchitectAuthor, Aug 22nd at 5:09 PM

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

💬 shnabbles, Aug 22nd at 3:11 AM

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

💬 breeze108, Aug 22nd at 12:46 AM

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

💬 Lucio, Aug 21st at 11:11 PM

6th picture looks like Rio de Janeiro! <3

💬 TentharchitectAuthor, Aug 21st at 7:39 PM

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

💬 codyo, Aug 21st at 2:37 PM

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

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

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

💬 Antar, Aug 3rd at 6:20 PM

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

💬 TentharchitectAuthor, Jul 11th at 4:01 PM

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

💬 DrakeBD, Jul 11th at 1:59 PM

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

💬 TentharchitectAuthor, Jun 21st at 3:25 PM

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

💬 Dragonkin, Jun 20th at 10:05 PM

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

💬 TentharchitectAuthor, Jun 19th at 7:02 PM

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

💬 QuakingDoom, Jun 19th at 6:58 PM

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

💬 TentharchitectAuthor, Jun 19th at 5:22 PM

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

💬 QuakingDoom, Jun 19th at 5:09 PM

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

💬 CLBob, Jun 5th at 2:16 AM

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

💬 TentharchitectAuthor, Apr 28th at 12:21 AM

This mod uses all world gen settings, including upheaval. 

💬 PeterSanderson, Apr 28th at 12:06 AM

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

💬 TentharchitectAuthor, Apr 20th at 8:53 PM

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

💬 rhetorical, Apr 20th at 7:58 PM

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

💬 TentharchitectAuthor, Apr 20th at 1:02 AM

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

💬 Blackmare, Apr 19th at 9:22 PM

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

💬 TentharchitectAuthor, Apr 11th at 3:18 PM

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


💬 Lakus, Apr 4th at 10:10 PM

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

💬 YourCreator, Mar 18th at 4:29 PM

Karidwen its need to implement as algoritm, not as octavas

💬 Karidwen, Nov 30th 2022 at 6:08 PM

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

💬 Mendall, Nov 10th 2022 at 8:55 PM

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

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

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


💬 Mendall, Nov 9th 2022 at 7:30 PM

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

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

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

Can you explain params for terrains please?

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

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

💬 Mendall, Nov 8th 2022 at 11:31 PM

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

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

💬 NESHK0, Nov 7th 2022 at 6:29 PM

Tentharchitect  Yes

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

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

💬 NESHK0, Nov 7th 2022 at 4:09 PM mods don't work together correctly

💬 Mendall, Nov 7th 2022 at 3:55 AM



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

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


💬 Mendall, Nov 7th 2022 at 3:25 AM

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

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


💬 Mendall, Nov 7th 2022 at 3:02 AM

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


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

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

Thanks for pointing that out NiclAss!

💬 NiclAss, Nov 6th 2022 at 6:39 PM

Nice Mod

Pls version into the zip filename ty



so everyone knows with just looking at the zip

💬 Miloski, Nov 6th 2022 at 6:12 PM

Possible oceans being added with the new terrain generation? 

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

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

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

💬 Mendall, Nov 6th 2022 at 7:02 AM

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

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

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

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

💬 Michaloid, Nov 6th 2022 at 4:10 AM

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

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

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

💬 Whitaker, Nov 6th 2022 at 1:07 AM

now this looks amazing

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

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

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

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

Does this affect meteor spawning?

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