Mods / IMPACT

Tags:
Immersion Mining Decoration
Author:
Critcher
Side:
Both
Created:
Apr 26th at 3:34 PM
Last modified:
Apr 29th at 2:59 PM
Downloads:
3284
Follow Unfollow 122
Latest release (for Vintage Story 1.22.1, potentially outdated):
CMImpact_1.1.0.zip  1-click install

I made this change because I thought it would be cool if the meteors had actually made a crater on impact and, it makes it a lot easier to find meteors.  If this sort of thing looks good to you please give it a try, of course it's world gen so I recommend a new world and, if you want it on your server, only the server requires it not the players, players only need for single player.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.0 cmimpact 2022 Apr 29th at 2:59 PM CMImpact_1.1.0.zip 1-click install

polish pass

1.0.3 cmimpact 741 Apr 27th at 2:24 AM Empty CMImpact_1.0.3.zip 1-click install
1.0.1 cmimpact 290 Apr 26th at 6:02 PM CMImpact_1.0.1.zip 1-click install

added size, depth and age randomization

1.0.0 cmimpact 231 Apr 26th at 3:35 PM CMImpact_1.0.0.zip 1-click install

first drop


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

Critcher , May 19th at 3:00 PM

TheRealFlynn Thanks :)  Actually I'm really happy to found your moss mod, I am going to use the heck out of that in my survival game, it will save me from the /gm 2 shame you know you always feel using that stuff :)

TheRealFlynn, May 19th at 2:52 PM

also, cool mod. this one slipped under my radar.

Critcher , May 19th at 2:49 PM

iamSent Here you go!  I was looking around and alomost missed this one, it should be right what you're looking for https://mods.vintagestory.at/mossterpiece by TheRealFlynn and it looks like it will do exactly what you want!

Critcher , May 19th at 2:43 PM

iamSent That's a good idea, I'm not sure if someone has done that before?  I might look into that!   But if you are in single player you can access the layers in creative menu decorate your base then switch back and tell no one :)

iamSent, May 19th at 6:18 AM

This mod is awesome.... BUT... why can't we craft the moss haha.  That's such a cool part of the mod, i'd love to be able to craft the moss. :)

Critcher , May 8th at 5:53 PM

Nulldur Thanks for the report!  I don't currently provide mod support for any other mods and unfortunatley since slabs are not part of normal terrain that is for sure going to cause visual issues, I imagine you have some decals half a block floating above the slab and decals on the side of slabs that are half attached to nothing!  This mod is actually going to become part of my entire worldgen mod and that has it's own additional blocks and slabs that will be properly supported :)

Nulldur, May 8th at 5:29 PM

noticing some floating textures with terrain slabs mod on, havent seen anyone else mention it yet so i wanted to throw it your way. super cool mod! i love the detail and coolness it adds to the world. 

Swedneck, May 5th at 6:18 PM (modified May 5th at 6:19 PM)

Hm, it seems some config values can result in very funky broken crater generation:  
https://imgur.com/a/QCmqzwz

image

 config
{
"Enabled": true,
"DebugLogging": false,
"ImpactChancePerChunkColumn": 0.004,
"MinCraterRadius": 5,
"MaxCraterRadius": 25,
"DepthFactor": 0.55,
"RimWidth": 4,
"RimHeight": 4,
"EdgeBuffer": 12,
"MaxWaterDepthForImpact": 2,
"MaxLocalSlope": 5,
"SueviteFloorChance": 0.7,
"SueviteRimChance": 0.45,
"CrackedSueviteChance": 0.1,
"SueviteBoulderMinCount": 1,
"SueviteBoulderMaxCount": 3,
"AncientCraterChance": 0.25,
"OldCraterDepthFactor": 0.55,
"OldCraterRefillRatio": 0.65,
"MossOverlayChance": 0.2,
"AncientBuryDepthMin": 12,
"AncientBuryDepthMax": 24
}
Critcher , Apr 29th at 3:03 PM

Updated so now there is no more 'new' looking craters, everything is older and more phased into the terrain, more traditional buried impact sites, basically my intention was make them less common but when they do show up they are much nicer looking and blend into the natural environment better.  Not trying for realistic, trying to make the landscape look good for screenshots and living in :)  

Take a look and let me know what you think, I will get to adding some images or maybe a video a little later.

Swedneck, May 5th at 5:32 PM (modified May 5th at 5:46 PM)
@Critcher: Updated so now there is no more 'new' looking craters, everything is older and more phased into the terrain, more traditional buried impact sites, basically my intention was make them less common but when they do show up they are much nicer looking and bl

Yeah i think they look nice now, like you say it's not realistic but looks sensible.

It would be nice to have explanations for what the config options do! I played around with it a bit to make them a tad more realistic because my brain demands it, but it's a bit annoying to have to guess at what value i want then reload the world and regen chunks, in order to see what difference it makes.

Critcher , Apr 27th at 11:21 AM

IssaDwarf Hi thanks for all the feedback :)  So as far as the real meteor event I'm still thinking about it but I would probably do a check for land claims, avoid those and then just for security although it's not realistic the player can made a special block and placing it can proetect the area from meteors or something of the sort, but rest assured if I do add meteors they will avoid player structres somehow :)  

As far as the variety what is actually happening right now

-finding a suitable site for an impact

-generate a random radius between 4 and 9 heavily weighted towards 5 which means that most craters will be 5 a few will be smaller and then a few will be larger with a rare option to see one that is nearly twice the size.

-generate an age, between new, old, very old and ancient, the older an impact crater is the more rounded and smooth and the deeper it's buried and we are very heavily weighted towards old, it's a spread like 5% new 45% old 25% very old and 25% ancient  *but with gradients*

-place a 'ball' of meteoric iron pieces in the center of the crater folowing the age rules.  (this is maybe what people are talking about splitting or something but I want the 'meteor' to be a large ball of space metal like it is already and how the game basically does it by default)

 

Now this isn't technically accurate but it's a good idea of how things work, so what it means is that you can come across small very old impact sites that are almost invisible they are so buried, or you could potentially find a new impact site that is double what you normally see that is sharp and jagged and looks fresh and there are still the original type locations as well where the entire impact site is fully buried still.  And we can hit the sides of hills and other terrain so you can find impact sites that have taken out the side of a hill and stuff not just hidden in smooth fields :)

But please keep the suggestions coming folks and I'll add and modify what I can.

IssaDwarf, Apr 27th at 7:22 AM

I like the idea of having impact craters of various depths and sizes indicating differring aged events. That actually sounds pretty amazing. As does live events, however, you should probably have a config option that is default with avoiding an impact within a certain radius of traders, story locations, and player placed blocks (I'm not familiar with c# coding or with Vintage Story codding in particular so you may have to list out some specific blocks) that way players or server owners have to opt in to potentially destructive events (story locations should still be off limits). I also like the suevite as a building material so including larger amounts of it in the meteor is a good thing as far as I'm concerned. My only criticism is that it appears that you've separated the stone from the iron and laid the stone in a ring around the iron. I understand that here in reality there would't be anything left to mine up, but since this is a fantasy game with creepy monsters, let's have cool cosmic features. I was really hoping to see impact craters based on the name of the mod. Some big, some small, some taking out half a hill. Maybe come across a oblong meteor with an iron core poking out of the center of a glassy/quartz spotted cratter in the middle of a forest.

KalmiaLatifolia, Apr 27th at 5:08 AM

PizzaParker There is a mod that does just that! Its great, however, there is an issue where if the meteor hits a body of water that's higher than the stuff around it, it will turn EVERYTHING into water. A bug I run into often when I have this mod downloaded, plus it doesn't work for 1.22.0 currently. 

https://mods.vintagestory.at/show/mod/78

PizzaParker, Apr 27th at 4:12 AM

Omg, if you could make meteors actually fall, that'd be amazing. Active meteors falling onto the ground, comets streaking across the sky, and meteor showers periodically would be a dream. Until one hits my home or something. Mod still looks good, though, keep it up :)

Arcanum3000, Apr 27th at 3:46 AM

Critcher Nice!

CG23Sailor, Apr 27th at 3:22 AM

I know this is a fantasy game, and I get why you want to change them. I got no issue with the mod itself, looks great.

But for the correction of a real world false belief that is prevalent and needs to be unlearned, I offer the following:

Actual Meteorites that can be recovered, don't leave craters. They've entered Dark Flight and are simply falling at terminal velocity when they impact. In fact, when recovered very shortly after falling as some have that got tracked live and found shortly after falling...they're still very cold to the touch. the cores having been coldsoaked in deep space for 4.6 billion years. And the blazing heat of reentry too short in duration and only the thin outside meltcrust has been heated and mostly stripped away ablatively during passage.

Meteors big enough to retain their velocities enough to form impact craters, also completely vaporize the impacting body which then mixes with ejecta from the crater formation. No meteorite left to find or be recovered.

dinosawrrr, Apr 27th at 2:36 AM

@Critcher

Looks cool! Can iron be also burried a little in those craters?

Critcher , Apr 27th at 2:30 AM

Here it is this should look really nice now half are buried like normal the rest that are remaining the vast majority are old - ancient  they are buried deeper and I have smoothed all edges and there will be very very few newer looking impact sites.  Next week maybe I will remove the new ones and have an actual live meteor event that you can watch and, that forms the new craters???
older and smoother

Critcher , Apr 26th at 10:05 PM

Rab_Bit LOL, you are not the only one, it is a well known issue, but also totally harmless!

Rab_Bit, Apr 26th at 8:22 PM

am i the only one with the '' this mod is updated for 1.22.0, you are on 1.22.0, it may not properly load''?

kinda weird.

Critcher , Apr 26th at 6:46 PM

I get what you're saying Swedneck and that does happen sometimes now!  explore around for a while and part of my age slider is the buried depth so some craters will be buried just over the top, others are totally buried like the original way and then they are all basically at random levels of buried-ness.  It wont really look like a crater at certain age maybe a grassy mossy pit with a couple of suevite showing.

 

Arcanum3000, Apr 26th at 6:39 PM

Oops, missed commenting on the example pictures before your built.  I think the new changes look really good.  If it were up to me, I think I'd like to see one more type added:  One of the new craters that has been mostly or completely covered in whatever the local surface blocks are.  Maybe sink the whole crater one block deeper into the ground, and then put one surface block on each (or most) of the crater's blocks.  So you still have the crater shape standing out in the terrain, but it has been mostly covered by dirt/sand/etc.  Something along those lines.  This might also satisfy what Swedneck is looking for.

But yeah, cool mod, and thanks for the quick responses and turn around!

Swedneck, Apr 26th at 6:38 PM

Critcher Couldn't you just place that rock under the top layer?

Critcher , Apr 26th at 6:21 PM

Swedneck I want to make sure that the players get access to a fair share of suevite as well as the meteoric iron, it's a beautiful material so for me anyways a little more is nicer.  I may follow suggestions and create a config file for the next release :)

Swedneck, Apr 26th at 6:13 PM

I think this might look nice if the rim of the crater was just made of surface blocks, rather than rock. I'm sure it's not realistic but it would look cool and obvious while also looking like it didn't impact last week.

Critcher , Apr 26th at 6:03 PM

I updated the download if anyone want's to fly around and offer any more suggestions I'm happy to make changes!

vluka96, Apr 26th at 5:57 PM

Great idea and cool mod, but I also agree with what everyone else said. These seem like craters from very recent impacts and they do look cool, but I think these should be in addition to vanilla craters and also rarer then them in my opinion (best if you could make it configurable).
Also another thing I think would be cool to add is very very rare but very big craters, something like, I don't know, 30 or 50 or more blocks wide and deep? Maybe rarely even bigger. I think that would be a cool sight to see and find. But for balance considerations maybe make the actual meteoric iron you get from them just a few more blocks than usual and have most of the actual meteorite be suevite rock.

melodelic, Apr 26th at 5:57 PM

Those look absolutely amazing! 

Critcher , Apr 26th at 5:56 PM

so a couple of changes that were not difficult were a size scale so they will be various sizes weigted for the middle sized ones you mostly see but you can find samller and larger ones.  An age var so it will adjust the buried depth and if it should be fresh looking stone or covered with grass and moss layers and such and the water fix was already done, just hadn't been applied yet but it's an after pass so it's running now, before I build and all that though what do you think of these shots, various stages of age?

age and moss layers

Critcher , Apr 26th at 5:34 PM

Arcanum3000  This is great feedback folks, and I have a solid idea of some changes to make, and luckily I think they are all not very difficult :)  I'll be back!

Arcanum3000, Apr 26th at 5:10 PM

To expand on what Narg suggested, maybe have three broad categories of craters:  Recent impacts (on a geological timescale), which are what the mod currently has, ancient impacts, which are the vanilla craters, and old impacts, which are eroded and dirt-covered, but retain much of the shape of your modded craters.  Maybe make the frequency of each, as well as the general frequency of meteor placement, in a config file.

I like the idea of the mod, and the new craters look good, but I feel it would be much better and more interesting with greater variety, as well as letting users tune the frequency of impacts to compensate for craters being easier to find.

Oh, also, a bug report:  If a crater carves away terrain that's adjacent to or under water, the water just ends up suspended there when it should be replaced with water blocks.

Critcher , Apr 26th at 4:56 PM

Narg There are still some underground ones as well, just not very common :)

 

Narg, Apr 26th at 3:50 PM

Critcher if you care about the purists' opinions and/or balance maybe set it as a meteor variant somehow? these are fresh impacts and the vanilla ones are old and covered by erosion.

Critcher , Apr 26th at 3:36 PM

I know this isn't for everybody and purists will hate it :)  but for everyone else who want's to give it a try, I like it myself, I hope you do too.