Mods / Rivers Extended

Tags:
Worldgen
Author:
Chilimunyaka
Side:
Server
Created:
Jul 23rd at 7:38 PM
Last modified:
Jul 23rd at 7:41 PM
Downloads:
1771
Latest release (for Vintage Story 1.22.0 - 1.22.4, potentially outdated):
riversextended_0.1.0.zip  1-click install

Rivers Extended is a server-side beta mod that extends the Rivers mod with configurable worldgen adjustments. It can scale river source spawn chance by regional rainfall, smooth river valley falloff, sample river segments across river-region borders, reshape steep riverbanks, depress high plain banks toward river channels, override river top carving factor, and extend river mouths toward the actual coast.

The mod writes a riversextended.json config file. Each feature has its own config block and can be enabled, disabled, or tuned independently.

Config blocks:

- Enabled: master switch for all Rivers Extended changes.
- RainfallSpawn: adjusts river source spawn chance by regional rainfall. The multiplier curve maps rainfall values from 0.0 to 1.0 to spawn chance multipliers. The effect is noticeable in combination with the Climate Scale mod.
- ValleyFalloff: changes the river valley falloff curve used by terrain shaping near rivers.
- CrossRegionSampling: samples nearby river segments from neighboring river regions to avoid missing river shaping near region borders.
- ShoreSmoothing: lowers and smooths steep terrain close to river channels, mainly for hills and mountains. Includes width and height noise settings to reduce overly uniform slopes.
- PlainBankDepression: depresses high plain terrain toward river channels for smoother ordinary riverbanks. Width noise can occasionally reduce the effect to allow sharper natural cliffs.
- TopFactorOverride: overrides the Rivers topFactor used during river carving, helping avoid overhanging rock arches above channels in high terrain.
- EstuaryExtension: extends river mouths toward the actual coast when the original Rivers tracing stops short of the visible shoreline.
 
Compatibility notice: Rivers Extended is currently not compatible with Watersheds. Support may be added in a future release.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.0 riversextended
1.22.0 - 1.22.4
1771 Jul 23rd at 7:41 PM Empty riversextended_0.1.0.zip 1-click install

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

Yarylo, Sep 2nd at 10:09 AM

Lovely mod! Really looking forward to compatibility with Watersheds

Threst, Aug 11th at 4:07 AM

This is truly amazing, it solves a lot of the niche preferences I had with the mod

just wanted to leave a comment to report a possible bug, sometimes mostly stone riverbanks will form and these parts seem to be missing gravel, leaving empty patches, happens more toward the wide parts of the river (I'm using really big rivers 4000 to 5000 blocks which could also be the issue)

 

https://imgur.com/a/LZKGzVS

Threst, Aug 11th at 7:51 PM (modified Aug 27th at 8:16 PM)
@Chilimunyaka: Yes, it looks like it's a bug.I'll try to reproduce the error. Send me the Rivers mod config.

Thanks for the quick answer! Here´s the config (Also please add watersheds support 🙏)

 

Edit: Forgot to mention the screenshot was taken using "Plains and valleys", tested it with terra pretty 7.10.2 and it didn´t seem to happen

Edit 2: It does happen on terra pretty too

Edit 3: Increasing "WidthBlocks" in the ShoreSmoothing config seemed to reduce the issue quite a bit

 

Spoiler!

 

{
  "disableFlow": false,
  "minForkAngle": 10,
  "forkVariation": 35,
  "normalAngle": 20,
  "valleyStrengthMax": 0.0,
  "valleyStrengthMin": 0.0,
  "noiseExpansion": 1.5,
  "riverPaddingBlocks": 240,
  "landScaleMultiplier": 1.0,
  "minSize": 16.0,
  "maxSize": 50.0,
  "minNodes": 20,
  "maxNodes": 60,
  "riverGrowth": 3.0,
  "downhillError": 1,
  "minLength": 150,
  "lengthVariation": 200,
  "zoneSize": 256,
  "zonesInRegion": 128,
  "riverSpawnChance": 0.2,
  "riverSplitChance": 0.5,
  "lakeChance": 0.1,
  "segmentsInRiver": 3,
  "segmentOffset": 40.0,
  "baseDepth": 0.10,
  "riverDepth": 0.014,
  "heightBoost": 8,
  "topFactor": 24.0,
  "riverOctaves": 2,
  "riverFrequency": 0.014,
  "riverLacunarity": 3.0,
  "riverGain": 0.3,
  "riverDistortionStrength": 20,
  "riverSpeed": 0.5,
  "maxValleyWidth": 75.0,
  "oceanThreshold": 30.0,
  "fixGravityBlocks": true,
  "boulders": false,
  "gravelBeaches": true,
  "valleysV2": true,
  "ignoreStoryStructures": false,
  "cacheZones": true,
  "RegionSize": 32768,
  "ChunksInRegion": 1024,
  "ChunksInZone": 8
}

GnashinTires, Jul 30th at 8:01 PM

This is great and I will definitely be using this for future playthroughs!

However I kind of want to wait for compatibity with Watersheds, as it's the kind of thing one has to start a whole new game for. If you're going to be seeing about doing that soon then I don't really want to start with the currently incompatibility and have to restart shortly thereafter.

If you are going to work on it, what kind of rough estimate do you have for how long that might take? Do you think it will take a few weeks or months? Or one to a few days?

Also, I haven't had the chance to play with the settings very much, but what setting(s) effect how steep the already shortened banks are? If I wanted the banks to extend a few blocks before stepping up, vs the 1-3 one block steps they are now?

Very happy and appreciatative of this mod!!!

Huntakuma, Jul 25th at 3:45 PM

I have some issues with rivers showing as a white noise on the map. Besides from that, great work!

Venipher, Jul 24th at 12:43 PM

this mod genuinely would fix all of my issues, can't wait for compatability with watersheds!

Javidac, Jul 24th at 12:37 PM

Will this be usable with the custom sea level mod for 512 height worlds?

Kejmenys, Jul 24th at 9:41 AM (modified Jul 24th at 10:19 AM)

This is such a great adjustement - I truly hope the Rivers team adds this to the original, even if as an optional setting. Hoping for a Watersheds compatibility in the future!

Actually, what I'd like to be added, is for it to have a chance to form the original River "caves" that run trought the mountains and steep riverbanks, so they feel more rare and special. They do look pretty, but they get boring pretty quick when they're literally everywhere.

Wildthorn23, Jul 24th at 9:09 AM

The tunnels in rivers is why I never used the mod, this looks great! I do love watersheds as well so it would be super cool to get a compat  at some point.

JALAMITY, Jul 24th at 3:21 AM

> reshape steep riverbanks
oh thank god

Cthugha, Jul 23rd at 10:06 PM (modified Jul 23rd at 10:07 PM)

Running this on VS 1.22.3 with:

  • Rivers
  • Rivers Extended
  • Plains & Valleys
  • Fields & Plateaus
  • Watersheds
  • Farseer
  • Algernon's Terrain Sampler

 

No other mods. Server seems to get stuck on this part of terrain gen for several minutes. Eventually, I give up and kill the process.

server_main.log:
23.7.2026 18:03:06 [Event] Loading 7x7x12 spawn chunks...
23.7.2026 18:03:06 [Event] 0% (49 in queue)
23.7.2026 18:03:06 [Event] The carved mountains...
23.7.2026 18:03:32 [Event] 0% (49 in queue)
23.7.2026 18:03:32 [Event] The rolling hills...

 

server_debug.log:
23.7.2026 18:03:06.694 [VerboseDebug] Done all worldgens
23.7.2026 18:03:06.696 [VerboseDebug] Starting area loading/generation: columns 49, total queue length 49

Algernon, Jul 23rd at 9:52 PM

Looks sick

If anyone tests this with Watersheds let me know how the compatability goes

If the compatability kicks in and isn't broken, I would expect some/all of these new configs to not work when Watersheds is enabled

Chilimunyaka , Jul 23rd at 10:15 PM
@Algernon: Looks sick If anyone tests this with Watersheds let me know how the compatability goes If the compatability kicks in and isn't broken, I would expect some/all of these new configs to not work when Watersheds is enabled

Thanks! I haven’t tested the combination yet, but I agree that some features may be bypassed when Watersheds replaces the same Rivers logic. If Rivers Extended gains some use, I’d be happy to discuss a small compatibility hook or public integration point so the mods don’t have to patch the same code independently.

MikeSyrup, Jul 23rd at 9:40 PM

Would this work on an ongoing save or cause issues with the world?

batdode, Jul 23rd at 8:45 PM

I really like the banks that rivers mod makes, but I love this because it prevents tunnels 😮‍💨

Sniffr0st, Jul 23rd at 8:04 PM

river sex tended 0.1.0 hehe 
Genuinelly excited to try this out, I have been fighting with the rivers config the produce wide banks and stuff for weeks

NateDoesLife, Jul 23rd at 7:44 PM

Should provide this to the dev team in #gamedev on the VS discord....pretty sure this is what they were trying to acomplish for 1.22