Custom Math Terrain replaces vanilla world generation with a custom procedural landscape driven by mathematical formulas and multi-biome Simplex noise. Explore sweeping flat plains, rolling hills, and jagged granite mountains complete with auto-generating configuration files custom water basins, 3D underground cave systems, foundational dirt strata, and naturally distributed mineral veins.
**Warning** do not use on prevoius saved or genrated vannila world must be used on new world and or save
Changelog: Custom Math Terrain Mod for Vintage Story
[1.0.0] - Initial Release & Core Features
Custom Mathematical Terrain Foundation: Replaced vanilla chunk generation with a procedural rock foundation driven by a custom mathematical density formula using solid granite (game:rock-granite).
Multi-Biome Noise Blending: Integrated a low-frequency Simplex noise generator (NormalizedSimplexNoise.FromDefaultOctaves) to dynamically transition across three distinct landform types: Flat Plains, Rolling Hills, and Jagged Mountains.
Surface Feature Painting Pass: Added a secondary generation pass (EnumWorldGenPass.TerrainFeatures) that raycasts downwards to paint medium normal grass and low dirt layers.
Procedural Voxel Trees: Populated the landscape with structural pine trees (logs and leaves) scaled by biome-specific probability filters.
[1.1.0] - Configuration & User Experience Updates
Auto-Generating Configuration System: Added a built-in config loader (CustomTerrainConfig.json) inside the %appdata%\VintagestoryData\ModConfig\ directory with adjustable parameters like HillFrequency, HillHeightMultiplier, VerticalFalloffRate, TreeSpawnChance, and tree height bounds.
Auto-Generating README Guide: Programmatically generates a self-explanatory instruction guide straight to the user's config folder on first boot.
[1.2.0] - Multi-Ore, Water Basins, Caves & Foundational Strata
Multi-Ore Underground Distribution: Expanded subterranean generation (EnumWorldGenPass.Terrain) to incorporate a multi-ore array (including copper, tin, iron, gold/silver, and quartz veins) distributed naturally throughout the custom granite mountains and valleys.
Foundational Soil Integration: Updated the terrain generation algorithm to naturally blend thick layers of foundational dirt right beneath the surface crust alongside stone and ore veins.
Water Basins & Sea Level: Added a customizable SeaLevel parameter and water basin threshold to flood low-elevation valleys and underground cavities with stationary water (game:water-still).
3D Underground Cave Generation: Implemented a secondary high-frequency 3D noise generator (NormalizedSimplexNoise) to procedurally carve winding cave tunnels and caverns through the granite and dirt strata.