Mods / Fields and Plateaus
Author: Tentharchitect
Side: Both
Created: Apr 20th 2023 at 2:14 AM
Last modified: Dec 12th at 4:06 PM
Downloads: 7663
Follow Unfollow 206
Latest file for v1.20.0-rc.1:
Fieldsandplateaus-v1.0.6.zip
1-click install
Designed to create wide open spaces and flat hill tops perfect for mega projects, this mod is intended to work along side the new upheaval system so you can control how mountinous a given save file will be. Most of the landscape will be made up of flat lowlands, plains and highlands dotted with lakes and plateaus, with mountains and noisier terrain occuring only rarely.
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 landform mod should be compatible with other landform mods that don't patch over the landform file. Currently confirmed to work with Plains and Valleys, and Conquest Reforged Landform Overhaul. Terra Prety has a compatible version posted through a link in their mod page's description.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.6 | 555 | Dec 12th at 4:06 PM | Show | Fieldsandplateaus-v1.0.6.zip | Install now | |
v1.0.5 | 387 | Dec 5th at 4:06 PM | Show | Fieldsandplateaus-v1.0.5.zip | Install now | |
v1.0.4 | 517 | Nov 23rd at 10:24 PM | Show | Fieldsandplateaus-v1.0.4.zip | Install now | |
v1.0.3 | 620 | Oct 19th at 5:56 PM | Show | Fieldsandplateaus-v1.0.3.zip | Install now | |
v1.0.2 | 4088 | Aug 21st 2023 at 8:43 PM | Show | Fieldsandplateaus-v1.0.2.zip | Install now | |
v1.0.1 | 888 | May 3rd 2023 at 6:37 PM | Show | Fieldsandplateaus-v1.0.1.zip | Install now | |
v1.0.0 | 608 | Apr 20th 2023 at 2:19 AM | Show | Fieldsandplateaus-v1.0.0.zip | Install now |
Yelb, I don't have any screen shots of both at the moment, though it's more of an over all world composition thing rather than something that can be captured by screenshots.
Silverfang
The weight values determine how likely a landform is to occur. Assuming landform A has weight 40 and landform B has weight 5, approximately 80% of the world will be landform A and 20% will be landform B.
Could you explain what the weight values do?
What are some of the results with both mods ? Any screens somewhere ? Thanks
The new update should allow for some landform mods to now work together. Fields and Plateaus and Plains and Valleys can be combined and Nephalangelo is looking to make VTR compatible as well
Mirok
I have no idea how one could do that, but both of those mods have the same landforms, just as different percentages of the world. This one has fewer mountains, more plateaus and fewer hills than P&V. If you wanted a mixture of the two you could go through the landform file and change the weight of each landform to the average between the two mods.
Tentharchitect
Is it possible to somehow combine the "Fields and Plateaus" and "Plains and Valleys" modes so that the boundaries of tectonic plates in the form of mountain ranges, valleys and plateaus turn into fields, plains and pastures?
Можно ли как-то объединить моды "Fields and Plateaus" и "Plains and Valleys" чтобы границы тектонических плит в виде горных хребтов, долин и плато переходили в поля, равнины и пастбища?
The only way I can picture getting an accurate average would be to tally up the weights of all the hill and mountain land forms and see what percentage that is out of all the weights of landforms. Then you'd need to multiply the distances by the landform scale since that will alter the distance between landforms
does anyone know how far apart on average hills and mountians are wil this?
I do like my hills and mountains but also like decent low lands as well, just trying to figure out if this strikes a nice ballance without there being vast distances between my hills and mountains.
Ery
Don't worry, I tried it before, it actually looks really cool with the Geology Additions mod!
Thank you so much Tentharchitect! I do not understand the coding side of this...or any game lol
It should work, rock generation is different from landform generation!
Do you know if this would work well with Geology Additions? I love the land generation of this mod but was looking to possibly add the geology additions mod for more building material variety if it won't mess up the algorithms your mod uses for landscape generation.
Rain is not tied to landforms. You'll get flat deserts from time to time unless you set your world to humid
Tentharchitect Is the rain tied to the landforms, cause it normaly rains a lot around anywhere flat?
They both use the same landforms but have different ratios. A higher percentage of the world will be made up of flat low lands, wetlands, and flat plateaus in this one, and in Plains and Valleys mountains, hills and more extreme altitude landforms are more common.
Just sincerely curious, what is the difference between this mod and Plains and Valleys? If I may ask
I got these numbers from Zinloz on Vintqage Discord and they made just what I was wanting. Landcover 90%, Land scale 50%, upheaval rate 20%, landform scale 50%
I got these numbers from Zinloz on Vintqage Discord and they made just what I was wanting. Landcover 90%, Land scale 50%, upheaval rate 20%, landform scale 50%
I don't at the moment. But raising the landform scale and reducing the upheaval will give you the best chances of wide flat areas. You'll still get some hills with this mod but far less than the base game.
Also, make certain you aren't using another landform mod, it's possible you have one that has more hills active at the same time and it is overwriting this one.
Do you have the numbers you used to create the world in the photos? Landcover,land scale, upheaval, land form scale. I can't get waht yours looks like and I've must have created 20 different worlds, using the same seed, different numbers, just so I can see the differences. Everything is excessavely hilly.
I know the feeling Bl0ckparty! Haven't gone back to vanilla landforms since making this mod and Plains and Valleys.
How many times do I have to create a Customized World just for it to be a horrible spawn? Arrrggghhh!!! Just. Give. Me. Flat. Land !! LOL Tentharchitect, thank you so very much for making this mod!!!
Haha, I'm most certainly overthinking it. It comes with the hobby, ^_^. I'll give your plains and valleys a go too, it looks great. Thank you so much for your time.
I believe you're over thinking it. There's no height map based generation, the terrain generated outside that box has no lingering trace from my mod once the mod is disabled, the landforms are completely generated by the base game file my mod overwrites, or any other landform mods you might have installed. The terraced mountain landform is a new landform added to the base game 1.18
I think what you're looking for is something closer to my Plains and Valleys mod, as the terraced mountain is much more common in that one as opposed to this.
Ah, so more clearly I was wondering what was going on with how it interacted with the region (the big square) and if there was a way to use whatever the heightmap routines were for shape/size (from the mod) but still using base game values for the heightmap's normal output. Hmm, maybe an example would be: your mod is like a stencil that replaced the game's stencil for terrain (the shaping of landforms and how they blend with others) and with it installed it only pours so much into the heightmap in certain places and less in others to generate your awesome terrain. When I removed your mod the stencil for that one region remained the same (because your mod permanently changed that region's shaping algorithm?) but the game's base terrain generation which was freed up now to pour more or less into it in places made that awesome terrain look like what I'm searching for. For some reason all the landforms are taller and blown up with that great looking terrace effect inside the square (the region that was affected by the mod) but outside of the region the mod affected they're slimmed down and withdrawn in size (non-modded base game generation). I was wondering if it was possible to simulate how the mod was interacting with the base game generation inside the square but without the values from it modifying anything beyond how the base game ran with them in it. I apologize if I may be overcomplicating this, it's hard for me to be any clearer. 😔 I'm a WorldMachine nerd so naturally this topic is heavily on my radar (bugging me a lot, xD). I really appreciate your time/input on this topic and I truly hope you don't think I expect you to do anything with this other than help me put my mind to rest. (I mean if you could make a fork that did what I'm looking for it'd be awesome and I'd buy you a pizza for sure.)
Glad you're enjoying it, but I'm afraid I don't follow what you are asking for? You saw terrain you liked in the base game world generation that you also want included in this mod? I can't tell you what landforms those are based on screen shots, but if you use the command /wgen pos landform, you can check what landforms your current location is made up of.
So first, thank you so much for this mod. I've been really enjoying your work. Secondly, I have a predicament.... I created a world with 80% Landcover, 400% Landcover Scale, 0% Upheavel rate and 100% worldattribute-landformScale. I used the seed 1123581321. I generated the map and then decided to take out the mod to test what the difference would look like. I then went past the tiny little area I had generated to see amazing terrain I so badly want but upon exploring further it seems that the change is only in what I would assume is one the world's many "region" areas of chunks. There is a clear border and size to this area on the map and the terrain outside of it is severely tamed down compared to how amazing this looks inside. I have repeated this result three times to prove it out. Your mod altered the region and the original terrain functions went crazy with it outside of the originally generated chunks where spawn is. This terrain is like terraces from Zelda. I love it so much. If there's a way you could make this a function of a fork of the mod I would be so very grateful. Some of the landforms are just downright surreal! I'd love to explore more.
Here is what the map looks like, (there are a few chunks in there from previous tests):
https://www.dropbox.com/s/v6nn8fsxnose7xt/P1.png?dl=0
These are pictures of the terrain:
https://www.dropbox.com/s/4a55tcmj4x951z3/P2.png?dl=0
https://www.dropbox.com/s/srbjg25c1g1sb7c/P3.png?dl=0
https://www.dropbox.com/s/cu27231q29el9fh/P4.png?dl=0
https://www.dropbox.com/s/03uu4xrwb8kwuf4/P5.png?dl=0
A note to anyone seeking to update from the previous to the newest version. It WILL cause jagged sharp chunk border terrain when loading new chunks. I tested it on a world backup with the new update and then rolled back to the previous one that my world was made on.
Glad you're all enjoying this!
To Ratkewn, that was partially my goal as well, completely removing floating chunks would require C# modding which I don't know well enough to implement or want to maintain. You might want to try my Plains and Valleys mod and see if that version is more to your preference in the other aspects, it has more gradual slopes and fewer flat topped hills.
Not sure what you mean though Gladiator, do you mind clarifying?
This mod is a lifesaver. But the question is, can he put blocks of land in places where the mountains have disappeared? Because I have several types of stones there
Yes! Nice
Ohh! This looks really good! Will definitely try it. Thanks!