Mods / Natural Patches
Author: DungeonSiegeWolf
Side: Both
Created: Jan 17th 2023 at 3:06 AM
Last modified: Sep 23rd 2023 at 3:14 AM
Downloads: 5683
Follow Unfollow 125
Latest file for Various v1.18.x:
naturalpatches_v0.1.3.zip
1-click install
What does this mod do?
This mod replaces most vanilla blockpatch jsons and adds my own versions of them to the game. Vanilla blockpatches, in my opinion, can be too monotonous with its large patches of one type of plant. The patches added contain several types of plants and other naturally-occuring things like sticks, stones, etc. to give the landscape more variance. This add also will spawn some things not seen in the base game, such as tree stumps, boulders, and surface speleothems.
Jsons that this mod changes:
- fern.json
- flower.json
- other.json
- stonesshells.json
The entires of these jsons have their chance to spawn set to '0', so if you have a mod that replaces or adds onto these entries but doesn't change the chance to >0, the entries it modifies won't spawn, although this should not cause crashes alone.
A different blockpatch mod that modifies specifcally mushroom.json, crop.json, berrybush.json, grass.json, or lorecontent.json will probably work as intended since my mod does not touch those.
Will this work with BetterRuins, VSVillages, other schematic mods, etc.?
It will, and it should not hinder the spawn rates of any schematics, as block patches always spawn after schematics/buildings/ruins do.
Will this work with other mods?
It should, so long as your installed mods do not modify the vanilla block patch entries. This may not or may not cause errors since my mod modifies them as well. You probably should avoid using this in conjuction with mods that modify vanilla patches, but mods that add their own such as Wildcraft should be fine. See what jsons this mod affects above.
What are with these bald spots on the ground? / Why are certain things spawning where they shouldn't?
While I tried my best to cover as much ground with the mod, you might find spots where there is nothing spawning, except maybe grass. This happens when the 'climate' of that bald area doesn't match with any of the patches' criteria, so nothing spawns there. The opposite may happen where a patch is 'too broad' and overlaps with another biome. If this bothers you, type /wgen pos climate to see the climate of the area that you are standing on and comment the output down below, and I will make a patch include or exclude those parameters when updating.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.1.3 | 1681 | Sep 23rd 2023 at 3:14 AM | Show | naturalpatches_v0.1.3.zip | Install now | |
v0.1.2 | 408 | Sep 10th 2023 at 3:52 AM | Show | naturalpatches_v0.1.2.zip | Install now | |
v0.1.1 | 192 | Sep 9th 2023 at 1:21 AM | Show | naturalpatches_v0.1.1.zip | Install now | |
v0.1.0 | 238 | Sep 5th 2023 at 10:14 PM | Show | naturalpatches_v0.1.0.zip | Install now | |
v0.0.4 | 661 | Apr 5th 2023 at 1:31 AM | Show | naturalpatchesDense_v0.0.4.zip | Install now | |
v0.0.4 | 401 | Apr 5th 2023 at 1:31 AM | Show | naturalpatchesLite_v0.0.4.zip | Install now | |
v0.0.4 | 223 | Apr 5th 2023 at 1:31 AM | Show | naturalpatchesReg_v0.0.4.zip | Install now | |
v0.0.3 | 226 | Feb 15th 2023 at 1:34 AM | Show | naturalpatchesReg_v0.0.3.zip | Install now | |
v0.0.3 | 437 | Feb 15th 2023 at 1:34 AM | Show | naturalpatchesDense_v0.0.3.zip | Install now | |
v0.0.3 | 194 | Feb 15th 2023 at 1:33 AM | Show | naturalpatchesLite_v0.0.3.zip | Install now | |
v0.0.2 | 291 | Jan 23rd 2023 at 12:32 AM | Show | naturalpatchesDense_v0.0.2.zip | Install now | |
v0.0.2 | 193 | Jan 23rd 2023 at 12:30 AM | Show | naturalpatchesLite_v0.0.2.zip | Install now | |
v0.0.2 | 188 | Jan 23rd 2023 at 12:31 AM | Show | naturalpatchesReg_v0.0.2.zip | Install now | |
v0.0.1 | 313 | Jan 17th 2023 at 3:10 AM | Show | naturalpatches_v0.0.1.zip | Install now |
Can confirm that this caused my initially loaded chunks to not be able to spawn surface rock/cattails/etc.
For those who try to use this on 1.20- This mod v0.1.3 will disable all rocks, cattails and flowers from spawning. Interesting use-case for a very challenging world where you can only get rocks from breaking ruins though..
On one hand, grassy fields may get monotonous, on the other, this mod just vomits random flowers everywhere and i cant say i like that much.
Also, i spent several days exploring and the amount of animals/edible plants i found is beyond ridiculous. Ordinary map start and im constantly starving to death because there's literally no edible things near me. Even if i kill and eat everything i run out of satiation before i find more. Not sure if thats the fault of the mod but it wasnt a problem before i used the mod, and i just generated a new world without the mod and im finding 4x as many animals to eat. In fact, in less than 10 minutes of flying around in creative, i found more food than i did on my main world in about 4 days of ingame time.
Edit: Same goes for berries. Especially berries. WIth this mod, i basically didnt find any. Without it im drowning in them.
When will this mod be updated to 1.19?
Mod definitely needs to be updated for the new plants now.
Am I just unlucky? Because I feel I don't really see a lot of certain flowers like Lupines anymore with this.
And I think aesthetically it might be a little too busy? Like it spams the patches everywhere, which kind of removes regular grassy fields, which are still a thing in nature. Not everything is pure wildflower madness.
breeze108
Thank you for the complement! And yes, so far, I've not done much the jungles yet, but I plan to come next update, which I'll be working on soon. In the meantime, I'd recommend Tentharchitect's amazing mod series Floral Zones, specfically the Caribbean Region for tropical flora. I'll look into adding mod support to that series, too.
Tacet
Glad to hear you're usng this for a server! Hoping it's not causing too much lag 😅 I'll look into making a lite version for servers to help with lag, if needed. As for the cattails, while I've not run into this problem myself in-game, I would like add this snippet to the mod to cover that extra ground just in case. You would be credited.
I really love your mod. It adds so much life to big open areas. But if you go far south, like to a jungle area, it doesn't add much at all. This may be because of a lack of tropical flowers/plants. I'm not really sure. Could you look into it? I love making a base in a jungle, and was hoping for some more plants there too.
Love this mod! We just started a fresh server and are running it along with Plants to Grass to help manage the incredibly diverse amount of foliage you can pick up while running around. Aside from the visual upgrade, it has also added a new level of challenge to hunting small game and locating wild-growing crops.
Mentioning in case anyone else runs into this: initially we had a serious problem with NO cattails generating anywhere near our Temperate starting zone, which meant no one could make the starting tier of backpacks or chests. This was fixed by a small addition to beach-ferns.json (and a server reset to re-generate the world). I matched the quantity settings for cattails in swamp-water.json to keep similarly small clumps. I tested chances of 0.5, 1, 2, 4, and everyone liked 4 best, so we ran with it. Getting enough cattails in our starting zone now. 😄
DungeonSiegeWolf
Thanks for the response... i like the mod immensly!
Junrall
I lowered the stick spawn rate in the latest update - forests were generating big patches of sticks frequently which might have been the culprit. As for presets, those cannot be used anymore with the 0.1+ versions of the mod. I am going to make new presets eventually.
If you want the stick spawn rate lowered further, lower the 'chance' value for the patches with loose sticks the forest/forest-litter.json to your liking.
DungeonSiegeWolf
Are there supposed to be so many sticks lying about?
Seems like I stub my toe on a stick in all directions lol.
I feel its way too easy to get sticks now. Any way I can dial this back by a lot?
Also, how do I use one of the presets? Do I use it along with the main?
Thanks!
10.9.2023 19:38:12 [Error] Failed loading patches file naturalpatches:patches/caves/caves-rocksnstalags.json: Newtonsoft.Json.JsonReaderException: Failed deserializing caves-rocksnstalags.json: After parsing a value an unexpected character was encountered: {. Path '[1].side', line 29, position 2.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Model\Asset.cs:line 65
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.AssetsLoaded(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:line 9
This error keeps appearing ^^
@DungeonSiegeWolf , seeing the update of the mod, I wanted to clarify, some mod also produced stumps (I already had flying stumps in the world before installing this mod). Because suddenly you couldn't control their spawn because of this...
Hemril
CRL does not affect blockpatches in any way, and my mod doesn't stack with vanilla patches because they've been disabled, so the mass of flowers come from my mod. Once I get a solid release going I will start making Lite and Dense presets again for players' spawn preferences.
And no, the tree stumps aren't supposed to spawn in water, and placement methods I've tested don't seem to prevent them from doing so. I'm just about to upload a quick release to disable them for now.
I like the implementation of all the other flowers and decoration bits! Though I did have to turn it off due to either this or a combo with Conquest Reforged Landforms making patches a bit too common, making wild crop hunting a bit of a headache among the mass of flowers. Also, are the tree trunks supposed to spawn on water?
GioVaporwave
Awesome, glad it hear it wasn't causing crashes for you. I'll look into it anyway; sounds like I need to proof the mod and clean some jsons.
Hihi, it was not resulted in a crash, I've created 2 worlds and it was not crashing. I was in a forest biome(idk whichone) in one of them and in a plains biome in the other.
Game was 100% playable but I saw that important to let you know ^^
DungeonSiegeWolf
GioVaporwave
Thanks for sending this, I will take a look at this. I'll also see about opening a mod channel in the VS Discord.
I was wondering if a crash resulted from this? And if you were in-game when it happened and what biome(s) you were around, or if you weren't even able to load into the world at all?
Using VS 1.18.10 and Natural Patches 0.1.0:
7.9.2023 19:58:42 [Error] Failed loading patches file naturalpatches:patches/beaches/beach-shells.json: Newtonsoft.Json.JsonReaderException: Failed deserializing beach-shells.json: Invalid property identifier character: {. Path '[0].value', line 15, position 1.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Model\Asset.cs:line 65
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.AssetsLoaded(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:line 99
7.9.2023 19:58:42 [Error] Failed loading patches file naturalpatches:patches/caves/caves-rocksnstalags.json: Newtonsoft.Json.JsonReaderException: Failed deserializing caves-rocksnstalags.json: Error converting value "op" to type 'Vintagestory.ServerMods.NoObf.JsonPatch'. Path '[1]', line 17, position 8.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Model\Asset.cs:line 65
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.AssetsLoaded(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:line 99
7.9.2023 19:58:42 [Error] Failed loading patches file naturalpatches:patches/desert/desert-flowers.json: Newtonsoft.Json.JsonReaderException: Failed deserializing desert-flowers.json: After parsing a value an unexpected character was encountered: f. Path '[2].value.comment', line 43, position 16.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Model\Asset.cs:line 65
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.AssetsLoaded(ICoreAPI api) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Loading\JsonPatchLoader.cs:line 99
7.9.2023 19:58:42 [Error] Patch 0 in naturalpatches:patches/jungle/jungle-flowers.json failed because it is missing the target file property
7.9.2023 19:58:42 [Error] Patch 1 in naturalpatches:patches/jungle/jungle-flowers.json failed because it is missing the target file property
7.9.2023 19:58:42 [Error] Patch 2 in naturalpatches:patches/jungle/jungle-flowers.json failed because it is missing the target file property
7.9.2023 19:58:42 [Error] Patch 3 in naturalpatches:patches/jungle/jungle-flowers.json failed because it is missing the target file property
7.9.2023 19:58:42 [Error] Patch 4 in naturalpatches:patches/jungle/jungle-flowers.json failed because it is missing the target file property
7.9.2023 19:58:42 [Error] Patch 5 in naturalpatches:patches/jungle/jungle-flowers.json failed because it is missing the target file property
Also, do you have a "Forum" in Vintage Story Discord server, in the mods channel? I can't find one and it could be nice to have one to ask things about the mod or report bugs ^^
My bad, the uploader must have glitched when I put it up and I didn't see. I just added the one that works!
DungeonSiegeWolf new file is empty, sounds exciting though!
Heya, it looks like the most recent download is empty. I really love the work you've done on this mod and I'm looking forward to trying the newest version!
Update: Reworking the mod now to make it more like a blockpatch overhaul, which should let structures spawn unfettered. Soon you will be able to enjoy this along with BetterRuins, VSVillage, etc!
Heebeejeebees I understand that currently my mod is not efficient when it comes to worldgen, even with the lower density presets, and honestly I am unsure how to approach it still. However, I am now looking to the modding community to help me find a way to let other structure mods not be smothered by mine, since yes, mods such as BetterRuins and VS Village need to able to spawn as often as they would as if you weren't using my mod, if that makes sense.
Until a fix for this made, one way you can increase the chances of structures of other mods to spawn is to turn up the "chance" values in those mods' structure patches. It is time consuming if you have a bunch of mods that generate a bunch of things, but it should work. Hopefully, the eventual fix will ensure players using this mod won't have to mess with the configs of other mods just to get schematics from my mod to spawn.
Anyone who uses this mod (especially if you have modding experience) and would like to help me out with getting this mod to work better, please do! Admittedly, I have no C# experience. You can find a thread aptly named, "My mod hogs the worldgen, any advice?" in the #mod-development channel of the VS Discord.
Here to report on an interesting happening when other mods are used in conjunction; when I use this with BetterRuins and VS Village, structures from VS Village don't spawn as readily. A seed that would demonstrate this handily in 1.18.5 is 829950141. (Had not yet tested with 1.18.6 or with most recent mod editions.)
Mods used in conjunction:
BetterRuins 0.2.0
CommonLib 2.1.1
VS Village 0.7.2
VS Quest 0.4.1
Natural Patchees - Regular 0.0.4
Again, the seed I used with those mods used in conjunction for 1.18.5 is 829950141. I might play with 1.18.6 and latest versions later, but this is what I've got right now and I find it kind of silly how this mod, of all mods I have which influence land and structure generation is somehow ruing village gen.
I aalso feel like of the things that should spawn, this stuff should be dead last in priority, or first to have these structures clobbered as necessary. Is there any way to adjust when this mod kicks in so other POIs aren't being clobbered?
Streetwind Thank you for the detailed input, especially giving your personal experience as that helps even more! I will add an ultra-lite version and tweak weights in existing versions as you suggested, by this weekend hopefully.
I've been playing with this in 1.18.0-rc.2 for around 30 hours now, and here's my feedback:
I love the idea of the mod. The landscape feels so much more lush and alive. But I do feel the implementation could use some more tweaking, particularly in regards to density and rare resources. Let me give you an example: after just settling down for the first time, I wanted a limited amount of cobblestone for some very basic construction, but I didn't have metal tools yet. So I set out to pick up lose stones off of the ground, hoping I might chance across a ruin along the way. When I returned home, I had not found a ruin (they are very rare in my world and the discussion below explains why, I see), but I had collected one single stack of granite rocks, which is the native rock type where I settled. Alongside, I had collected three stacks of limestone rocks, every last one of which was added by this mod. Sometimes I found some every ten blocks or so.
Note that I have the "lite" version installed. The one that's supposed to spawn the least. And yet, even with that preset, this mod spawned around three times as much loose limestone as there is natural loose stone generation in the area, and that's without breaking the actual limestone outcroppings that require a pickaxe. Those will likely double the limestone yield yet again. I have similarly found multiple stacks of horsetail in areas where it normally doesn't grow at all, and that makes a massive difference in game difficulty.
I think you should reduce the spawn weighting of schematics that contain actually valuable things, like limestone and horsetail, by a factor of at least 3, maybe even 5 in all presets. Furthermore, I feel like you need an "ultra lite" preset, or to widen the spread between the three presets towards the lower end. Not only will that mean fewer problems with other POIs like traders and ruins, but it'll also allow the mod to act more of a "little dash extra" if the user wishes for that. Right now, even the "lite" preset feels more like a big heaping ladle than a dash.
(For now I'm gonna try tweaking the spawn chances of all the schematics, but it'll probably take me finding a translocator to produce a fresh new area before I can really say how much of a difference that made.)
NerdScurvy I think it's because the schematics in my mod are so small compared to POIs, the patches get priority almost every time, and they also just take up all the space the ruins need to spawn. For now I'd reccomend increasing the spawn chances of ruins and structures in the patches in mods such as BetterRuins, or lowering the GroupDistances for them.
I'd recommend to set megastructures/larger ruins that have a group distance's chances to 100 so that when they are able to spawn, they will. Other groups of smaller ruins can get a chance of 50 or so. I've gotten plenty of structures to spawn with my Dense version that way. In the future when I have more time I'll attempt some coding so that structures and patches don't have to vie for space as much. I apologize that it currently requires tweaking on the player's part, but it should certainly help your issue. Please let me know if it does.
I think I may have been playing/testing on a particularly bad seed where POIs were few and far between.
Further testing I do see POIs spawning, but when Natural Patches is enabled then some of the larger ones are less likely to appear.
It is more obvious when using Better Ruins.
Comparison for seed 1234: https://imgur.com/a/EW9upnA
NerdScurvy Thank you for notifying me. I've tested a bit on 1.18rc2 with my mod and have not seen such errors yet, even when I tried Stone Path Variants alongside it. On my end, all versions of 0.0.4 at least allow generation of POIs; Granted, the more dense the version you're using is, the less likely they will spawn, but they should eventually spawn nonetheless. I'll test a bit more, but I was wondering if you also get the errors playing without the mod? And with my mod, do the errors occur at all times or more randomly?
@NerdScurvy
This is probably a vanilla issue so that console spam can be ignored I have got some of them on one of my mods too but they don't affect the gameplay.
The mod is preventing Ruins/Traders/POIs from spawning on 1.18rc2. Getting Divide by Zero errors for every structure the random gen tries to create.
No other mods were active when testing.
Edit: Found I had Stone Path Variants still enabled. Must be a conflict with that mod.
Awesome, I'm gonna do some playtesting on 1.18rc2 :)
psilosabina Thank you for notifiying me of this issue! I've updated the mod accordingly and there should no longer be missing blocks spawning in place of those flowers.
This works so far on 1.18pre8 with one issue I've found: california poppies were renamed to golden poppies and now the mod spawns [?] blocks. I updated the json files by changing all the names manually, there werent that many, and it works as it should now. edit: and acanthus?
AsherUnderhill Thank you! Glad to hear it gives players some extra resources!
Tweaking the spawn rate is easy: use a program like WinRAR to open the mod, navigate to assets/game/patches/florapatches-worldgen-patches.json, then edit the 'chance' value for the spawn rate. Try it out with much lower numbers for fern, birch, or oak vegetation.
If you want to edit the other values in the .json, check this page out: https://wiki.vintagestory.at/index.php/Structures.json
I will eventually reorganize the schematics to have individual folders so users can have more control over spawn rates of specific stuff in the biomes (e.g. You can tweak to have forests with more flowers and less leaves, or vice versa, etc.)
This mod doubles as a nice quality of life improvement as it makes finding lime for leather making much easier.
The random pumpkin spawns also helped my blackguard a lot on his first day!
I agree with znatik, the density is a bit high. The forest becomes littered with useless ferns.
Would it be possible to provide mod settings? Some way to tweak the spawn rate of ferns or boulders, or other features?
I eagerly look forward to the lite version!
znatik Thank you for the kind words! Much appreciated! I will be making a lite verson for those who wish for a less densely decorated world - which should let large structures spawn more frequently - and to help with lag. Hopefully that will fix your BetterRuins issue!
Limestone spawn rate will be tweaked soon, and yes, I see now that the obstacles that are branchy leaves were an oversight on my part. Fortunately non-branchy leaves can be moved through, so I will work on tweaking current and future schematics have only non-branchy leaves as to be less obstructing.
BeetleSong Thank you for the advice, I will be taking that into consideration with future rock formations as well! Next update I will tweak the limestone spawn rate.
This also gave me the idea of making individual presets, such as a lite version that doesn't populate the world as much to help reduce lag.
You are doing great. The world is beautiful. it revived. The journey has become more interesting. But the interaction with other mods does not work very well. Large structures from the Better ruins mod need more space. Three hours of play and i've only found one ruin. Lots of impassable places. Too many bushes. it tires my eyes out. Lots of useless water. I will continue testing. A large amount of limestone .You have everything ahead . You feel nature. After a day at work, I really want to run. Pick mushrooms. Relax. Do not fight with bushes. Maybe I'm not talking about that. This game is wonderful. You make it even better.
Limestone formations is a bit frequent for my taste. I'll generate a world and the landscape will be covered in Limestone formations.
It also seems to just populate the world with so much stuff its kinda laggy. But I don't have the best computer so its probably just my low end machine. However the limestone is definitely a mod thing. I love the idea of limestone features but they are more frequent than that biome's natural stone formations and it doesn't make much sense.