Mods / Conquest Landform Overhaul
- Tags:
- Author:
- CreativeRealms
- Side:
- Server
- Created:
- Jul 15th 2023 at 6:28 PM
- Last modified:
- Apr 8th at 7:08 PM
- Downloads:
- 61632
-
Latest release (for Vintage Story 1.21.0-pre.1 - 1.21.6 and 1.22.0-pre.1 - 1.22.0-rc.7, potentially outdated):
Conquest Landform Overhaul v1.0.4.zip 1-click install
The Conquest Landform Overhaul mod offers realistic terrain, including vast mountain ranges, arctic wastelands, rolling dunes, and steep cliffs. For optimal world generation, you can find our recommended settings below:
- World height: 320
- Landcover: 70%
- Landcover scale: 200%
- Upheaval rate: 0%
- Landfom scale: 160%
With the use of Config Lib, you can modify the weights of individual landforms in order to fully customize your gameplay. Choosing between flat, mountainous, or steep terrain has never been easier!
WARNING: Changing configs can and will break your world if you do not know what you are doing! Make a backup of existing worlds and remember what the old settings were BEFORE opening them if you make any changes. Additionally, modifications to the config require a brand new world in order for them to be applied properly. Changing configs while you are in an existing world WILL create broken chunk borders! SAVE THE CONFIG AFTER ANY CHANGE AS IT WILL REVERT BACK TO DEFAULT IF YOU FORGET TO!!!

Additionally, if you would like to enhance your experience even more, you can pair Conquest Landform Overhaul with the following mods:
Conquest Landform Overhaul is compatible with most landform and structure mods but is incompatible with structure mods that add structures which are landform dependent (with the current exception of BetterRuins). In other words, most structure mods are compatible with Conquest Landform Overhaul and will work without any issues, but any structures that generate based on vanilla or custom landforms will require a custom patch in order for them to generate (see spoiler).
Conquest Landform Overhaul v0.0.3 is only compatible with BetterRuins v0.4.5 and Conquest Landform Overhaul v1.0.0 is compatible with BetterRuins v0.4.6 or higher.
Example patch for devs who want to add compatibility to their own mods:
[
{
"op": "replace",
"path": "/structures/5/requireLandform",
"value": "cr plains",
"file": "game:worldgen/storystructures.json",
"side": "Server",
"dependsOn": [
{
"modid": "landformoverhaul"
}
]
}
]
Conquest Landform Overhaul also works with the Rivers mod. While it is entirely up to personal preference, you can copy our recommended settings below:
{
"disableFlow": false,
"minForkAngle": 10,
"forkVariation": 35,
"normalAngle": 10,
"valleyStrengthMax": 1.25,
"valleyStrengthMin": 0.6,
"noiseExpansion": 1.5,
"riverPaddingBlocks": 150,
"minSize": 14.0,
"maxSize": 50.0,
"minNodes": 8,
"maxNodes": 20,
"riverGrowth": 5.0,
"downhillError": 1,
"minLength": 150,
"lengthVariation": 500,
"zoneSize": 256,
"zonesInRegion": 128,
"riverSpawnChance": 0.2,
"riverSplitChance": 0.35,
"lakeChance": 0.05,
"segmentsInRiver": 3,
"segmentOffset": 40.0,
"baseDepth": 0.05,
"riverDepth": 0.018,
"heightBoost": 8,
"topFactor": 1.0,
"riverOctaves": 2,
"riverFrequency": 0.0075,
"riverLacunarity": 3.0,
"riverGain": 0.3,
"riverDistortionStrength": 10,
"riverSpeed": 0.5,
"maxValleyWidth": 85.0,
"oceanThreshold": 30.0,
"fixGravityBlocks": true,
"boulders": false,
"gravelBeaches": true,
"RegionSize": 32768,
"ChunksInRegion": 1024,
"ChunksInZone": 8
}
If you would like to give feedback or report bugs, you can do so in our dedicated mod post on the official Vintage Story Discord server or on the Conquest Reforged community server.
Warning: Conquest Landform Overhaul is incompatible with existing worlds and/or older versions of the mod. To avoid chunk seams, create a new world before use.
For debugging of various landforms, use /wgen pos landform. Conquest landforms are designated with the prefix cr.
We hope you enjoy our mod! - CreativeRealms & Conquest Reforged Team
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.4 | landformoverhaul | 11657 | Apr 8th at 7:08 PM | Conquest Landform Overhaul v1.0.4.zip | 1-click install | ||
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Changelog:
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| 1.0.3 | landformoverhaul | 381 | Apr 5th at 9:04 PM | Conquest Landform Overhaul v1.0.3.zip | 1-click install | ||
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Changelog:
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| 1.0.2 | landformoverhaul | 31508 | Aug 26th 2025 at 12:36 AM | Conquest Landform Overhaul v1.0.2.zip | 1-click install | ||
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Changelog:
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| 1.0.1 | landformoverhaul | 11852 | Jan 17th 2025 at 6:48 PM | Conquest Landform Overhaul v1.0.1.zip | 1-click install | ||
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Changelog:
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| 1.0.0 | landformoverhaul | 650 | Jan 13th 2025 at 10:03 PM | Conquest Landform Overhaul v1.0.0.zip | 1-click install | ||
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After a complete remake, Conquest Landform Overhaul is now out of Alpha! Hope you enjoy this new version! Changelog:
| |||||||
| 0.0.3 | landformoverhaul | 997 | Dec 12th 2024 at 2:11 AM | Conquest Landform Overhaul v0.0.3.zip | 1-click install | ||
|
v0.0.3 Changelog: - Added compatibility for other landform mods. - Updated Discord link in ModInfo file. | |||||||






This mod still good for V1.22.3? Coming back from long hiatus.
is there a way to get mountains and other landforms to reach maximum world height?
I've been testing on the same seed that has a spawn that is surronded by mountains and a canyon and I've played around with the configs, increasing the values etc to make the mountains taller but so far I have not seen a single visible change in height, the height always hangs around the value of 323 (my maximum height setting is 446)
How is the Compatibility wiht the mod "Watersheds" made by Algernons?
I've just tried it, works fine with both Watersheds and Rivers. Tried out the patched VanillaPlus worldgen which didn't work but this one is totally fine, streams generate nicely.
Glad to know that it seems to work, appreciate your reply!
Ill run some additional tests with Watershed and Conquest later then :) Hopefully no chunk errors
Hi Fantastic mod, i was trying to make it a bit more flat by changing the weight of features on a dedicated server im running with Friends, which files do i need to modify. I cannot find a config file in Modconfigs and im unsure which file in the mod it self to change.
Cheers!
Good catch. Fixed. Janeator
Conquest Nature Pack returns 404
Idk about this mod.... I've generated multiple worlds and all kinda have the same pattern: instead of amazing mountains just as showed in the screenshots, I mostly get rand and abrupt spike rising from the ground, many floating islands and I just HATE these two.
I've seen 1 cool mountain but it was a 90° angle mountain side so yeah more like a big plateau.
I'm playing on stable 1.22.3, using latest mod release with continent mod and rivers mod, and I used the recommanded world gen settings.
Oh my god, how stupid can I be ? I apologize, I was only using the conquest block layer, I didn't noticed this mod wasn't installed, that's why my worlds where all shite ! Now I have to start over hahahah
Russian translation. I realise there are only 13 identical lines here, but still.
Is this mod Compatible with Terra Prety? I would think not but idk, Im currently having a lot of lag and crashing and the game seems to not want to load the world chunks. I end up in a square area and am like blocked into this little zone. Idk if this is because I have both said mods active or not. I am trying to actively figure out my mods since the new update has made a lof of mods outdated.
I would think they are incompatible of course.
is "Landcover Scale" the same as "Ocean Scale"?
Yes
Seeing this warning in the logs -
22.5.2026 08:27:33 [Warning] [Config lib] Exception on creating patch to asset 'landformoverhaul:patches/landforms.json'.
I am also getting this error.
Do dungeons generate properly?
"Warning: Conquest Landform Overhaul is incompatible with existing worlds and/or older versions of the mod. To avoid chunk seams, create a new world before use."
Is this saying updating to a new VS version and on top of that a new version of this mod would cause malformed terrain in newly generated areas? Is my current world doomed to be ugly if I update?
I love this mod and the world with it looks gorgeous, I can't see myself playing without it anymore.
However, since version 1.0.3 I notice various inconsistencies and unexpected randomness in chunk generation.
I tested mod versions 1.0.2-4 on game versions 1.21.6 and 1.22.0-1 and here's what I observed:
1.0.2 is totally stable, the world is generated predictably in game versions 1.21 and 1.22, in various cases: with only this mod is enabled, or with other worldgen mods like Rivers and BetterRuins (I tried different combinations); /wgen regen N produces the same result every time. Traders and ruins are regenerated successfully and predictably each time.
1.0.3, game version 1.21 - in the same world seed (but newly created world) I used with mod version 1.0.2, without changing any settings of any mods or of the world, and without installing/removing/updating any mods, /wgen regen N would regenerate chunks that would be the wrong height and not match existing chunks; undiscovered areas could start generating with wrong height too. It was seemingly happening after reloading (quitting to menu or to desktop and reopening) the save. This issue made me revert to 1.0.2
1.0.3-4, game version 1.22 - initially the world with the same seed generates seemingly in the same manner on each try, judging by the starting zone (though different from 1.0.2 produced). BUT I have noticed some cases when ruins (vanilla or modded) or traders are at the chunks edge, part of the structure that should continue on the neighbouring chunk may be cut off; /wgen regen N results are very inconsistent - when using it near traders or ruins, they most often just disappear (if not after 1 call of the command, then after 3-5); when not deleted, sometimes traders are regenerated with exactly the same type and building as before regeneration, rarely - different type and in a slightly different position (moved by 1-2 chunks). I have observed the case when the traders building was partially cut off at the chunks edge, attempted fixing it with /wgen regen N, and it was fixed successfully; but the next call of this command in the same area a few seconds after removed the structure completely. Haven't observed any terrain height inconsistencies, though.
I admit that some of the issues I describe may be because of some mod incompatibility, but the last part, related to game version 1.22, I tested completely standalone on a fresh installation of the game, with only this mod enabled, and separately with BetterRuins and Rivers enabled, the behavior seemed the same
I apologize for the wall of text and want to highlight that I am not criticizing the great work you're doing with this mod, and I can simply continue enjoying 1.0.2 version while it works, but I wanted to bring this to your attention in case you are not aware of the issues, to hopefully have them fixed if you or anyone else can confirm they are happening and it's not my machine that is being haunted. Cheers
I'm also having this issue! Glad I saw this
Yes but it's not fully compatible yet so there will be some visual bugs. The_Revisionist
Will you be releasing an update to fix this?
I'm currently using 1.0.2. Will it continue to work on game version 1.22?
@Raisenku ah gotcha thanks.
Anon_Omis I had the same issue on a vanilla world, so it's a bug in the base game since 1.22, not this mod
Might have found a bug. I started a new world with this being the only world gen mod. I found some plants I couldn't destroy and realized it said that they were owned by a trader, despite none being around. I noclipped to see if a trader somehow spawned underground but nothign is there. I'm unsure if this means this area is incorrectly claimed by a trader, or if there was a trader there but was removed.
sidmmvv Here's what I'm going to run for a singleplayer world. I would say be very careful with length. I have a pretty beefy rig and they warn against settings above 20 drastically increasing load times. I did try 20 and didn't notice much of a difference, but I decided to just heed that warning (they've probably done far more testing than I care to do).
Settings for the Watershed website config tool; default except for:
All extra features enabled, default settings have been fine for me
Max Stream Length: 15
Meandering Streams Enabled Chance: 25
Braided Streams Enabled Chance: 15
Stream Sound Max Volume: 0.075
I found that those produce enough variation to be interesting. I cannot really speak to making changes on a current world. My educated guess is it would be fine, but I personally don't edit world generation stuff after generating a world. That might be best asked in the Watershed comments. Or make a copy of your world and backup your current settings and test it there.
Shadowcub When you get some nice settings witht the braided and lengths etc, mind dropping them? I assume it wouldnt be an issue to adjust those changes on a current world would it? I havent explored many chunks.
@sidmmvv I am testing it now and it does seem to be working fine. Just to give a better idea, I've moved on from compatibilty testing to tweaking settings. I did a bunch of testing with Rivers yesterday and found that the recommended settings here honestly produced the best results. With Watershed, I'm finding enabling coastal erosion and lengthening the streams produces nice results. I'm messing with braided and meandering settings now. If you find the stream noise too loud, I've found 0.075 to be a good level.
I assume it will work fine but I haven't tested it myself. sidmmvv
Just out of curiosity but would running this along side rivers witht he recommended config and watersheds workout? Or is there a different set of world gen settings/rivers config settings recommended?
Thank you for quick and clear answer.
The mod should work on the stable release. Werka
Keep using the old version because using the updated mod on an existing world will break the terrain. GLaDOS_cz
So, my world has version 1.0.2 and Im planning to update to 1.22 game version. Im supposed to update this mod version or run with the old one?
Will the modification be available for version 1.22?
You can try going into creative mode and then typing /wgen regen 1 while hovering above the chunk and it should regenerate it. I would suggest making a backup just in case but the small radius should only affect the chunk or at most a few chunks around the missing one. DaphneDawn
we are new to vintage story and especially modding, and we loved the world gen but it cut a hole in our world, with a huge white chunk in the map just missing. i assume there is no fix(we've been playing till july)
LESS FUCKING GOOOOOOOOOOOOOOOOOOOOO
That's a combination of the rockstrata.json and geologicalprovinces.json files which this mod doesn't change at all. HUNDIII
So I tested alot myself and came to the conclusion that its just that a lot of worlds have majority granite layers on top. Didnt manage to figure out whats responsible tho
might be worth posting for people who don't run BR since they'd only be concerned with the terrain fixes, but keep tinkering with BR when you have more info? thanks for getting to that so quick:)
I've been running some new tests and I've gotten vanilla story structures to spawn properly without impacting the quality of the terrain but Better Ruins story structures are spawning either inside terrain or partially floating above it despite using the same vanilla landforms. As of right now I'm not sure how to fix it so I could either release it while ignoring the BR issues or ask around to see if there is some kind of vanilla bug that might be causing it.
It seems like I only get granite to generate in my worlds with this mod enabled. The same issue happens when I enable Rivers or Watersheds mod. I'm on RC7.
Maybe somebody else can confirm this?
Also yeah, the flats are boring af, some cliffs and mountains would be nice for a change, wanna build somewhere with a view not just plains
no rush, but any eta on a patch? I'd like to start a new run with your mod since old saves are broken with it.
It wasn't an improvement but rather a bug fix. Some story structures were generating underground when they were supposed to be above ground so I re-added the veryflat vanilla landform in order to fix it. I may need to try reducing how often it generates while still trying not to break the structures at the same time. AlteOgre
The 1.0.3 version greatly changed the way the world generates, in terms of landscape at a scale of 1-8 chunks, while using the exact same world config settings and additional mods (I'm using Watersheds, TerrainSlabs and BetterRuins as additional world shaping mods), and v1.22-rc7. The new version creates a much less attractive landscape resulting in flatter lows and more 'mathematically shaped' highs. Idk what exactly changed with v1.0.3, but I don't like the 'improvements' in terms of appealing scenery. I checked the config files of v1.0.2 and v1.0.3 and noticed that those are exactly the same for 1.0.2 and 1.0.3 ... leading to expect a comparable landscape with comparable additional inputs. So, l suspect some unintentional change has propagated from the drawing table into v1.0.3.
On an entirely unrelated note, how would I go about increasing the occurance of tall mountains (~400 blocks high on 416 world height); currently, the tallest specimens are ~320 level and i dont want to waste so much height.
Hiya, just messing around with world gen, and i found that changing the landcover % (oceanscale in config) has zero effect on the generated outcome, which is unfortunate. This was tested initially whit other mods, but then nailed down in isolation - so I can confirm that this is a conquest landform issue. If this is intended behaviour, sorry for the report, however having the ability to change landcover scale is a significant and usefull config in world creation, as well as being necessary for other mods( algernon's watersheds, continental world). This was tested on 1.21.6, with clf version 1.0.3.
Edit: I then retested with version 1.0.2 and there was variance with landcover scale, leading me to believe there is indeed something unintended with the latest update's defaults, which is a pity as I liked some of the new landforms I found in 1.0.3.
I reached out to the BR dev and told him to remove his compatibility patch for Conquest as it is no longer needed as of the most recent update. It should still work but structure generation should no longer have issues in future BR versions. Jasalina
1.0.3. generates no terrain in 1.22rc-7 white map with little red dots. World kills you if not in Creative, can't find any blocks generated. Running Algernon's Watersheds, Terrain Slabs, and Better Ruins. With or without BR and at varying world heights no change. Issue appears to be Terrain Slabs 1.0.12-pre.1. I've put a comments into that creator.
is this still working with Better Ruins? The 1.22 RC's seeem to be a bit off when using this and
the BR Mod
CreativeRealms Algernon
thank you guys for the replies! I was using the latest versions of both mods afaik, it only happened when I had watersheds enabled and it seems like the River Gen mod is having the same issue. doesn't have anything to do with conquest from what I can tell, you're right.
ultimately, i decided to forego using river mods for my forever world I'm starting. in the event they get added to vanilla in an update in the near future, I don't want new chunks breaking with two different types of rivers overlapping each other, etc. thanks for the assistance and replies tho:)
M4sonnn Conquest landforms doesn't have anything that would impact compatibility. The issue you've experienced is from one of two things: either the rivers mod is enabled (incompatible) or you're using the 1.21 version on 1.22
What version of Watersheds are you using? I'm on 4.1.8. M4sonnn
any idea what I could potentially do to fix mine? not really sure where to start.
I'm was having issues initially but on the latest RC and version of Watersheds the world is generating properly. M4sonnn
was working in rc2. rc4 is breaking world gen with chunks not loading, also grass doesn't spawn so the entire world looks like the moon lol.
running this with watersheds, which was also working fine with conquest in rc2.
i know the versions are mismatched, just wanted to log this in case anyone else thought about attempting to update to the new rc with this mod as it stands:)
The mod won't change between 1.21 and 1.22. However, I don't know if changes to the vanilla code could affect it or not so make a backup just in case. Dangodangodango
Say I use this for 1.21.6 currently, and then when 1.22 is fully out and you guys release a 1.22 version.
How bad would it be to transfer the world to 1.22 with potential updated version of this mod?
ah darn
big preesh for the response my man
Landform size can only be changed in the world gen settings. The settings in the mod itself only change how often they appear. Geairidith
is it possible to edit the size of the landforms
the landform scale% in world gen settings just aint doin it for me
i've gone into the configlibpatches.json and landforms.json in the patches folder
but none of the changes seem to do anything
i've generated a new world after every change and wiped the mod from the cache even to make sure its using the edited configs
also if anyone could explain what some of the labels for things in the configs mean
like the "weight" "terrainOctave/Thresholds" "terrainYKeyPositions/thresholds" & "range"
that would be greatly appreciated
thank you
Hol' up. Dark???
Yeah i thought i unchecked all other mods, but missed one wilderlands mod the was messing it up.
Sorry, I should have double checked before coming to comment!
Seems to be working fine!
Are you using any other mods with it? MAGp13
Cant seem to get a new world to generate in 1.22 with this mod enabled....
this is better then terra pretty
would it be bad if i used 10% uheaval rate? i thought id get higher mountains
so heads up in 1.22, with this mod in particular, it causes an abnormal amount of single water block streams to generate on mountains.
which happens to flood a lot of the world.
Is it safe to update from 1.0.1 to 1.0.2 in an existing world? Or will there be chunk issues where new terrain starts generating?
How do I change the setting for this before generating a world for my server, there is hardly any help regarding changing the .Json, do you have a guide or recommended .Json that I could use for my dedicated server? Also I realized that no config is made for the mod so I cant enable islands or change settings for rivers...
can i update this in an existing world?
How do i add that rivers Config?
I'm unsure what I'm doing wrong, but more than half the landmasses generate as deserts. I have not changed the default temperature or spawning temp. I am working on an island world and have been having issues with that as well, but even when I create a brand new world, I feel like it's mostly sand. Do you have any suggestions?
The mod doesn't affect stone types. ThirtySix
question
ive had 3 worlds with this mod and all 3 had 1 stone type be the main stone throiughout the world
is this normal???
CreativeRealms Sorry for the late reply! I had plains and valleys enabled without realising and that command returned one of the mods biomes. Wasn't playing nice with my specific world settings but no issues after removal!
I'm not sure I've ever seen it that bad though. Are you using any other world gen mods as well? You can also type '/wgen pos landform' to see what landform is causing it to help with debugging. RangeCreed
CreativeRealms Fair enough! I don't notice it in some landforms types and then in others its everywhere so was just curious.
Good point. Didn't occur to me that the fork might have changed types in the config.
Probably not without changing the landform code. I tried making it so floating blocks wouldn't spawn but it's difficult to do while also having interesting looking cliffs. RangeCreed
The config file is for the Rivers mod not the RiverGen mod. DeeTales
The suggested rivergen config is erroring out and apparently resulting in defaults being used:
Getting alot of floating objects in latest build is there anyway to mitigate this?
I've actually been messing around with my settings a bit and might change them to something with more oceans. Currently I have landcover at 40% and landcover scale at 125% which results in small continents surrounded by ocean but I may still tweak it more. Malikyte
How does the game decide whether to place oceans or lakes? Cause I've been seeing a lot of really, really big lakes, but actual saltwater has been comparatively rare. Using your default recommended settings right now.
You can mess around with the landcover setting since that is what creates oceans. 50% should be perfectly fine. WarDog723
In the rivermod it states that "Oceans are required to generate rivers. 300-500% landcover scale and 50% landcover works good" but ofcourse the settings above are different, how do i configure the config or make it so both dont mess up? CreativeRealms
It should be since it's a fork of the Rivers mod which is compatible with this. WarDog723
Is this compatible with RiverGen Mod?
Man, I love this mod so much. I have tried all the landform mods and this one is by far the most beautiful. But I feel it is going to get passed over a lot of the time just because the screenshots don't do it justice. You really should take some new ones without all the fog obscuring everything and in a place with some trees and majestic views, which is where this mod shines.
Hello, i have this mod and the rivers mod and in my world i haven't been able to find limestone or chalk (i have traveled 10k blocs in every directions) is that normal ??
It is possible but it is very rare last time I checked. Apparently it's a vanilla bug which was supposed to have been fixed a while ago but if you are still having issues you can try messing around with this mod: https://mods.vintagestory.at/sealevelfix keerp
I'm confused if it's even possible to find blue clay with this mod, because it seems that no terrain ever generates below sea level.
You can ignore it. RogueishRaven
Hey, amazing mod from the playthrough I've seen it used in.
I've added it on my server (from an new world) and I've also gotten the
Working great for me, the terrain looks nice and natural (combined with slab terrain, better forests, and rivers).
lags for 5 to 10 seconds every few minutes, makes the mod unplayable.
Avoid it till it's fixed
You should remove this line
from your recommended Rivers Config spoiler on this page. As this line doesn't exist in the current version of Rivers. Thanks.
Im also getting lag spikes every few minutes that last around 10 seconds. I can not play unt I fix it. However, I removed this mod a while ago. Are there files that stay that could still be causing it? Or is it a different mod?
Yes. 70 is just my personal reccomendation. Sokolov_
Does this work if you set the Landcover rate lower than 70? Like if you wanted smaller continents?
Can second the lag. Every minute or two my game fully locks up for anywhere between 1 to 10 seconds. Makes this mod unusable. Only starts after installing this mod.
I've been finding i get lag spikes every 3-10 minutes that last for a few seconds, specifically with conquest landform overhaul. Has anybody else experienced this?
Beedy Hey, thank you for testing, I appreciate it.
GLaDOS_cz I see fruit trees with this mod.
Edit: For testing purposes you could install the mod (Block Overlay) which lets you scan for any block you want in a radious around you. I just did this to answer you correctly and found many fruit trees around me that I would otherwise have missed. Since in the beginning of the game the fruit trees are small or even just a bald stump, they are really hard to spot. I suggest checking them with that mod to make sure they are there in your generation.
Might it be because I have set starting location to be drier, but it seems that there are no fruit trees generating, can someone tell me if they have fruit trees around with this gen? Thanks.
I've been testing the base game and with different mods in the past week. And I want to say you did a truly wonderful work with this mod. The landscape your mod makes is unmatched! Thank you for this gem. I appreciate your work.
I've heard people report similar issues with Rivers even when Conquest isn't installed so it might be on their end. BioShock_
The only other terrain mod I have installed is Rivers, and no other changes occured either. Because of the issues with even random regeneration, I think it could have to do with being stuck on a default seed or the mod not working. When I disable the mod and go into vanilla it generates the same terrain, but I've redownloaded it and it hasn't fixed any issue. Generating new worlds with the mod also fails to have similar landforms to the original world I generated, looking like vanilla generation instead. I am on 1.21.4, but it worked fine originally. CreativeRealms
I'm not sure it's possible to revert them. Are you using any other world gen mods or did you update anything before it happened? BioShock_
I had an issue using the mod where at first perfectly normal terrain generated, even persisting through sessions, but later on chunk erros that generated no terrain started. I relogged and used /wgen regen to fill in the missing chunks but it created chunks of a different "seed" almost. I relogged and tried generating new chunks but it only ever uses this new seed. Even attempting to generate any different random seeded chunks using /wgen regenr would only create chunks matching this same seed. How can I revert it back to the original?
There are two values you can change. Weight and Chance. Weight is how often a specific landform will spawn compared to other landforms on the list. For example, if two landforms have a weight of 5 it means they have a 50/50 chance of spawning between them but less of of a chance of spawning compared to a landform with 20. Chance is similar but it affects slight alterations to the main landforms rather than the chance of the landforms themselves spawning.
Basically just mess around with the Weight values since those are less complicated and if you want to fine tune things later you can mess around with the Chance values as well. Otterbutter
CreativeRealms
well even still, I can't tell what the settings are even supposed to do, it isn't made very clear. What does 'weight' mean for the values? Their spawn chance? Their steepness?
It could be that the config is currently broken. in the meantime you can modify the settings in Conquest Landform Overhaul v1.0.2.zip\assets\landformoverhaul\patches\landforms.json Otterbutter
I'm confused about the config settings. Increasing and decreasing the values doesn't seem to change the way the land generates. Does increasing the values increase the chance of those features to spawn or is something else?
I tested the mod and noticed that it can generate floating Treasure Hunter Trader Huts/Cabins added recently in 1.21! Which makes me warry of also doing the same for story structures like villages. I wonder if this can happen.
No it will likely have lines in the terrain between old and new chunks. GoodOldDude
Will the terrain transition be smooth if i add this mod onto a world with pregenerated chunks?
It could be that I messed up the patches somehow. I'll have to look into it when I have time. Until then you can modify the settings in Conquest Landform Overhaul v1.0.2.zip\assets\landformoverhaul\patches\landforms.json Gumbyohson
Seeing this warning on the server logs:
[Server Warning] [Config lib] Exception on creating patch to asset 'landformoverhaul:patches/landforms.json'.
CreativeRealms sorry about that i think it was just some weird hardware issue that just fixed itself
I have no clue why that would be since this only affects the shape of the terrain and has nothing to do with forests or foliage. Nuh
For some reason this mod causes extreme low fps stuttering when looking at a certain direction in forests.
I tested it with only this mod enabled and in vanilla worlds but it only happens with this mod.
It happens in forests when you look at a certain direction. looking away sets the fps back to normal.
By default this mod is not compatible with better ruins, because ruins almost never spawn with this mode. You need to adjust spawn chanse of ruins in configs using config mod.
There would be abrubt lines in the terrain. The_Revisionist
CreativeRealms Yes, of course. What I mean is, will there be empty chunks or abrupt straight lines / huge drops / etc. on the chunk borders where it reverts to vanilla generation?
No. New chunks will revert to vanilla generation without the mod installed. The_Revisionist
Is it safe to remove the mod without having to start a new world? Will I be able to generate new chunks without any glitches?
CreativeRealms NP! :D You got a great mod. Our server looks amazing! So happy to hear it still works!
CreativeRealms
Hey I checked and BetterRuins is still compatible with this mod.
Tho people might have to increase the spawn chances in the betterruins config is they have terrain that is too different from vanilla and thus changing the amount of structures spawned.
KronkWithaGun
dapperraptor
Yes thanks for reminding me to update that. Remiska
Is this mod compatible with version 1.21.1? If so, should probably update that note in the compatibility list. CreativeRealms
CreativeRealms Thanks for the update, I made an issue on BR github
I noticed that the mod page says "Side: both", but in modinfo.json, "RequiredOnClient": false". As it's a worldgen mod I'd expect it to be server-side only, I think it is.
BetterRuins may need to update their mod to fix the compatibility patch with Landform Overhaul. KronkWithaGun dapperraptor
I believe I can confirm KronkWithaGun's comment - I just added this mod for a new world and tried a few generations and could not find a single ruin in any of them, using the recommended world gen and also default. Interrestingly, Th3Dungeon's dungeons are generating though, but not ruins from BetterRuins sadly.
I believe this mod is causing issues with BetterRuins. I have CLO 1.0.2 and BR 0.5.0 and no ruins are spawning. Removing this mod and they spawn again.
I always find mountains when I use the recommended settings so I'm not sure why you haven't seen any. SilentRiot
So what settings should I be using to actually get some tall mountains? Because no matter how many worlds I create, no matter how many settings I tweak and change and configure, I can't get a single actual mountain range to generate. Tiny little hills, sure, but 0 real mountains. Also, even though I have landcover set to 100%, I'm still getting huge lakes that make every landmass look like it's just an island.
I don't know about VS Villages compatibility but Better Ruins should still be compatible (not sure about the new spawn structure though). ToasterBBQ
Is the latest version of this mod compatible with the latest version of the better ruins mod and or vs villages?
Increasing the plains or other flat landforms should do the trick. I'm not 100% sure if the configs work so if you keep seeing the same terrain you can edit the values inside the mod file itself. Malorkith
Thx for the help. I can work with that!
On another note: I think understand how confings works, but from expierence, was are the best modify for more valley, less hills?
The mod affects the shape of the terrain not what gets placed on it. I don't think there is a way for me to reduce gravel areas but increasing rainfall in the world creation settings may help. Malorkith
Ist here a way to reduce to numbers of gravel areas? Half my world i try are made of this. Looks like the rot is still there.
will try that, thanks. I think I'm having issues with the rivers config getting reset too so there might be something going on somewhere
It could be that the configs aren't working properly. You can still manually adjust spawn weights by going into the Conquest Landform Overhaul v1.0.2.zip\assets\landformoverhaul\patches\landforms.json file. Ricksdetrix
Hey, when I try to adjust the config by lowering the weight of foothills and hills (I'm trying to make a mostly plains+mountains world), I get a lot of vanilla-like generation, like the weird rolling hills you see alot in vanilla. There's also a lot of lakes and water, landmasses are only a couple hundred to thousand blocks wide, making everything feel more like large islands. Any idea what I could be doing wrong? I'm also using the rivers mod, been tweaking that alot too but I don't think it's causing issues
As an example: I set the spawn weights of everything except plains to 0. The world generated is very hilly and has lots of ocean/lakes
AppData\Roaming\VintagestoryData\ModConfig\rivers.json DesolateRose
hey how do you add the configs for the rivers mod? where do you put in the recomended settings?
CreativeRealms I've had the Village structure spawn partially under dirt with this mod. Its like the terrain was ignoring the structure & half burrying it like a ruin.
I am unable to replicate this.
Fixed. Raisenku NegativeRamos
NegativeRamos basically the treasure hunter "camp", a new 1.21 story structure that should generate near the world spawn, is currently bugged with this mod and will probably not spawn.
The structure was added just to easily start the "main story quest" of the game, but I think any treasure hunter will still have the dialog to start it, so you don't really need the structure.
Raisenku does the error mess anything up? or is it just an console error that can mostly be ignored? Was about to start a new game but saw your comment.
Hello, 1.21 got released, but there is a console error during worldgen with this mod, and I figured out the issue. 1.21 adds a new story structure, but the requireLandform needs to be updated for it as well.
CreativeRealms if you could add the following to /assets/landformoverhaul/patches/survival-worldgen-storystructures.json, that would fix the issue
```
{
"op": "replace",
"path": "/structures/5/requireLandform",
"value": "cr plains",
"file": "game:worldgen/storystructures.json",
"side": "Server"
}
```
Figured it out winston and creativerealms. If you make the wolrd in single player and port it over it breaks. You have to make the world for the multiplayer game cant port it over. Configs below for those wondering how to do it in serverconfigs because it took me a bit to figure out.
"WorldConfig": {
"Seed": null,
"SaveFileLocation": "./data/Saves/default.vcdbs",
"WorldName": "A new world",
"AllowCreativeMode": true,
"PlayStyle": "surviveandbuild",
"PlayStyleLangCode": "surviveandbuild-bands",
"WorldType": "standard",
"WorldConfiguration": {
INDENT"landcover": 0.7,
INDENT"oceanscale": 2,
INDENT"upheavelCommonness": 0,
INDENT"landformScale": 1.6
I used both on the latest release and had no issues so I don't know what would be causing it on your end. WInstonTheSnail
I don't know if this has happened with anyone else, but I was using this mod with "Blocklayer Overhual" and for some reason it just made the world creation skip the terrain gen. I would spawn in and it's just void, then the second I turned off the mods it works fine. I probably just have a setting wrong ot something, but even then I didn't even change the mod settings. I would be thankful for some help fixing this, becuase from what I've seen and what people say it's an awesome mod that makes very nice landscapes.
I'm not getting that error in my logs so it's likely something else that's causing it. Vantage
Hey, we're getting this error on our server fairly constantly, but worldgen seems fine. I'm not sure if its directly related to your mod but I wanted to check just in case.
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at Vintagestory.ServerMods.GenBlockLayers.OnChunkColumnGeneration(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\4.GenBlockLayers\GenBlockLayers.cs:line 99 at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1854 19.7.2025 02:49:59 [Server Worldgen] An error was thrown in pass Terrain when generating chunk column X=-7,Z=0 in world 'Server Base' with seed 1366404932 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at Vintagestory.ServerMods.GenBlockLayers.OnChunkColumnGeneration(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\4.GenBlockLayers\GenBlockLayers.cs:line 99 at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1854Gravel likely has more to do with your rainfall settings than this mod. FentonCheese
Can i reduce the amount of gravel areas i get?
No it just means it doesn't have an english translation for those. You can just ignore it. Silverfang
Is this a problem?
6.7.2025 10:43:37.420 [VerboseDebug] Lang key not found: landformoverhaul:Mountain Weight
6.7.2025 10:43:40.154 [VerboseDebug] Lang key not found: landformoverhaul:Mountains from sea level to maximum world height.
and a bunch more like it.
Yeah Nature Pack is on hold because of some vanilla bugs that need to be fixed first. merryclefairy
thank you - trying to get a little more variety in the world gen but struggling to find what i like. i saw there's a nature pack from y'all but it's being heavily reworked judging from the comments right? excited to see but trying really hard to wait before it's ready! but impatient so trying to make do until then haha it's going somewhat poorly
In theory they should work together but it depends on if those mods reference specific landforms or not. Doesn't hurt to test. merryclefairy
does this work with biomes and mods like wildcrafts / floral zones? or is it not suggested to try these all together? (or would it be fine to use this with the floral zones / wildcraft mod without biomes?)
After playing around with the various available terrain mods for many hours, I have to say Conquest is still my favorite. My only pet peeve is that the recommended settings stretch out landforms a lot, and while this is obviously more realistic, my favorite worlds so far were with a landform scale of 80-100% and a world height of 384. Just a little more exciting and fantastical. Amazing mod nonetheless!
Just wanted to say thanks for such a fantastic mod. I agree with several recent commenters that this is currently Vintage Story's best terrain generation mod.
I also wanted to mention that I could not get this mod to work with the Rivers mod, but in desperation I tried the Rivergen mod (a fork of the original) and for some reason it worked. So I wanted to put that out there as a possible fix for some. More detail in a post on the game's subreddit.
Finally, I'm currently in the middle of trying to figure out how to get things working smoothly with the BetterRuins mod so I wanted to ask @DarkThoughts whether they finally got things working any better in their own setup?
CreativeRealms
There's nothing in the server-worldgen.log if that's the right one, couldn't see anything at a first glance in the server-main.log either. Maybe I just got unlucky.
I have no idea if it's compatible or not. Do you get any structure related errors on startup? DarkThoughts
Yeah, overall I think this is the best balance between "smooth-ish" terrain and variety. I just don't like high amount of streaky puddles everywhere, and maybe how small forests often tend to be.
I'm curious though, is this compatible with the VS Villages mod? I did not spot a single village in my test game so I assume they don't spawn?
Just chiming in to say that I spent the last 4 hours going through each of the popular Worldgen & Landform mods. At least for me, your mod is quite literally the best one, and by a huge margin. Thank you so much for making it and sharing it with us.
My own final settings deviate slightly from the suggested ones. If anyone (else) ends up reading this, if you really want to feel like a small explorer in a vast, overpowering foreign land, these settings work wonders:
World height: 368
Landform scale: 300%
(the other settings should be left as recommended by the CreativeRealms)
Now if only I could get Rivers to actually work with this - you really need a form of better transportation to be able to cover the larger landmasses, and especially around the huge mountain ranges that generate with the higher Landform scale.
The clay (and possibly obsidian) issue is a vanilla one based on world height settings. At 320 the game does not recalculate sea level and thus does not fix where specific deposits spawn at. As for why the landforms are set up the way they are, too much height difference between landforms leads to janky and bad looking terrain. Until such time as there is a way to prevent high and low level landforms from generating next to each other this is pretty much the only way I managed to get my terrain to look somewhat decent. MadSeraph
I like a lot of what this does, but there's just one thing that sticks out to me. None of these landforms stick close to sea level. Nearly every coastline is a steep hill up, and sea level resources like obsidian or blue clay are extremely hard to find. Some flatter and lower areas, as well as scaling a lot of the foothills and cliffs to go down to sea level would give the taller features more of a pop, and it would help diversify the coastline a bit.
Not sure if it is because of Rock Strata Variety but I get bauxite as top layer a lot of the times actually. Tarbrough
I think you are mistaking the Landform Overhaul mod for the Conquest Nature Pack. As for bauxite, I am currently rewriting the entire mod from scratch and will make sure it is working properly when I release it. Tarbrough
Can't find anything in the comment via search, so I'll ask myself.
Does the rework from January make it so that Bauxite now spawns as well? Aka is this fully "playable" ?
Not that it ever stopped me, I am a CR addict in both Block games...
Too bad the mod is incompatible with older versions of this mod, guess I'll create a story around the chunk seams.
Alright. I think I figured out the structure spawn issue with Better Ruins. The boulders I found were from Geology Additions. The mod must add a lot of them as structures and the Better Ruins structure spawn slider must affect all structures, regardless of origin. So what happens is that the boulders heavily dillute the structure spawns, causing you to only rarely find actual ruins, and it mostly being vanilla ones which afaik spawn the most frequent (aside from the boulders), making Better Ruins structures extremely rare.
Edit: Also, Conquest Landform Overhaul's suggested River settings create a lot of empty riverbeds between the river origin and the actual lake it comes from.
k1ngofpentacles
In case you use Geology Additions too, or other mods that may add "structures" you weren't aware of.
I don't know if this also is an issue with blue clay but you may want to look at this: https://mods.vintagestory.at/sealevelfix
It would explain the lack of almost any surface ore bits I encountered, and I have yet to find blue clay in any of my test worlds. Only found the occassional red clay, but even that seems kinda rareish (but maybe that's also the case in vanilla).
I found one of the graves from Better Ruins, so they are spawning, just not with a lot of frequency, which I'm honestly okay with.
Alright. I did some more testing and it seems the issue lays in a much more dilluted "structure" pool of the Better Ruins mod. I cranked up the spawn chance to maximum and it turns out that above ground all those big boulders are actually "ruins", or at least things that the mod spawns in, which takes away the spawn chance of actual ruins. Also, below ground there's likely a lot more small ruins now, but it looks like those small cave pockets with the glow worms or the ones with the stalagmites & water inside of them are also from Better Ruins and end up spawning all over, or rather below ground. I then went back into my previous test world to double check if there's a bunch of those rocks around, and they are.
So I guess I just got repeatedly unlucky with the spawning, or they have to work more on their weighting of those rocks so that they don't eat up all the "ruin" spawns. I'll give them some feedback for that.
k1ngofpentacles
Tagging you too. Look if you see those big surface boulders around (not the one from the Rivers mod), or those little cave pockets (creative F3 until you noclip and then look below ground).
Edit: Aaaaaaaaand the mod author has no idea about boulders. I'm gonna throw the towel for now as I'm too tired to deal with this today.
CreativeRealms
Just did another world, same mods, same world config, and I spawned almost right next to a mega structure (I reduced the spawn distance to 0). I'll check that world and whether regular structures spawn as well, but usually I'd find a lot of them when traveling even on default settings and I had several worlds now where I traveled thousands of blocks without finding any anywhere. Not sure what's up with that.
I just loaded both mods together and found a BetterRuins ruin instantly so I'm not sure why it's breaking on your end. As for ponds, I think those are added to the world gen via code and are not something I can change with JSON. DarkThoughts
I don't seem to be able to find any ruins from Better Ruins either. Only vanilla ruins and dungeons from the Dungeon mod. I even cranked the spawn rate up a lot too.
Also, how do I reduce all those ponds everywhere? I tried reducing the small lake spawn chance but that does not seem to do anything either.
It should be. Are you getting structure related error messages on startup? k1ngofpentacles
Is 1.0.1 compatible with the latest version of Better Ruins? I've yet to find any of the modded structures yet.
I'm sorry to hear that but I don't know what could be causing it. Lotan
this mod seems to cause my vintage story to use massive ammounts of ram to the point it becomes unplayable, without this active the game runs at reasonable ram levels.
You know where this mod really shines? It's the fact that there are still some unpassable areas. I had been using terra pretty. And I loved the look of the world. But with it, there are no areas anywhere you can't just walk up and over. So it always felt a bit cheety. This is just as beautiful, but there are still areas you have to go around because they are unpassable. That somehow makes the world seem more real. Ill pop on discord and leave a few pics when I get the time. Ill pic the best so you are not flooded lol. The second to last pick you posted where the fog is laying in the valley is really a great shot. Even has the hyenas in the foreground.
You could post a link here or send them to me on Discord. Whichever you prefer. Mendall
I just walked all the way to the equator in a world with this mod, taking screenshots all the way. Wow, this makes a beautiful world. I am running ALL the animal and plant mods as well. There are 278 screenshots in all. So if you want some shots to add in place of those foggy shots above just let me know where to send them lol. CreativeRealms
Vanilla has this weird thing where sometimes it spawns you in weird places. Normally I fly around a little bit and find a nearby continent where I can start rather than making a new world each time. However, if you want to mess with some settings you can use this guide but note that it won't have the same effect as vanilla. Whatever you do, don't change upheaval as it will cut off the tops of your mountains. Ninatbutter
Hi, im pretty new to playing modded for this particular game.. but ive noticed most worlds i start with the setting listed above (And setting world height to 320 of course) that MOST worlds are just tiny islands with big vast oceans. And in just one world I spawned underground. Am i doin something wrong? Are those default setting listed meant to make tons of tiny islands on most saves? Using it with the Conquest Blocklayer mod too. I want oceans I just dont want.. only oceans? How should I adjust the settings to not remove the oceans by any means, just spawn in them less often? I apologize for my incompetence. For reference i use EXACTLY these settings:
Yeah that's what I generally use but the time I found it at 320 was random and without it enabled. I think it's a vanilla issue because the Y values they have blue clay set to seem to be at world height (y0.9-1.0) rather than water level (y0.5). DarkThoughts
CreativeRealms
The Block Overlay mod is great for testing stuff like this. Terrain mods that flatten & smooth out the terrain make it simply much harder to find things like clay, or even worse, high fertility soil. I was convinced there was no terra preta around either (before the changes to it) with another terrain mod and it turns out it just is basically invisible since it almost never ends up at a block edge and the top side is looking all the same. You really have to hover over the ground and pay attention to the names at the top. I know there's a mod that makes it emit particles but that's way too much imo. I'd rather have a mod that makes the grass maybe a bit greener or spawn some specific flowers on top of them or something.
After some investigating, I found blue clay when my world height was set to 256 (default) but I have yet to find any when it is set to 320. I think it's a height setting issue rather than an issue with my mod specifically.
Edit: Today while flying around randomly testing other things I found a patch with 320 world height so clay does show up it's just incredibly rare. Xns Oulana
I am going to throw in also and say that I am finding it impossible to find any blue clay. I've made several different worlds now in search of it and I am still coming up with nothing in thousands of blocks.
By far my favorite world gen mod. I got really lucky and rolled a seed for a really perfect wizard tower location. For anyone who wants to explore the area, the seed is 475450998.
It's an island with a steep plateau at the center, within a lake surrounced by mountains on all sides. I did a bit of terraforming on the plateau itself for a more pleasing outline & more room to work. It's in the center of the huge lake north of spawn. Theres a center crevice on the north east side of the plateau that I used to carve my way up.
https://imgur.com/OT8QCNhttps://imgur.com/AZbhvZrhttps://imgur.com/OT8QCNFhttps://imgur.com/OT8QCNF
ah, thank you, guess I've just been incredibly unlucky then ^^
No all the mod does is change the shape of the landforms. It does not touch the code that affects clay spawning. Oulana
Hello, I was curious if there were changes to where and how the different types of clay spawn with the landform mod? Could just be unlocky but noticed the last two maps I've been on with it, I find red clay quite easily all over the place within a couple thousand blocks of spawn and can't seem to find any blue clay at all. thank you.
Very, very nice world gen. Thank you !
I would so love that, make it a long one. VS is beautiful any way, it's worth a good nature fly over video.
But I'm planning to make a temp world this weekend, so ill see it soon anyway.
Always thank you for the efforts.
I might just upload a YouTube video at some point that showcases things. Would probably do a better job than pictures anyways. Mendall
Need some screenshots without all the fog and weather. It's hard to see the terrain generation.
I'm always interested in a new terrain gen mod, but I would like to see some expansive vistas to compare. All I see is weather.
Will probably try this nonetheless on a temp world. Since I can't start my play threw till wildcraft trees is updated anyway.
That makes sense, Thanks for the very quick response! CreativeRealms
Landforms don't affect the blocks that generate on top of them so this mod by itself would be unable to create beaches exclusively with sand/gravel. Kasuxae_Xaesys
In relation to the thread on discord with rivers causing void chunks without any other mods installed, It seems to be true!
I was testing a world with a few mods, and when I created it, The world was empty.
Even after removing all my mods excluding rivers, the issue persists.
It seems to be an issue with certain seeds because when I changed the world seed by directly modifying the world file, chunks started to generate if I went away from the previously void chunks.
Do not quote me on that because I could be entirely wrong. I even added all my mods back and terrain still generated like it should.
On a different note, This landform mod is incredible!
The only things I could really say is to make it so there arent such abrupt changes from grassy hills to ocean if possible. Maybe adding some system to make sure there is a beach of some kind like stone or sand/gravel before an ocean.
And maybe a little more information on what each setting does.
Yes they are but you are free to play around with them if they don't fit your playstyle exactly. Mysterius
Are the recommanded settings in the description up to date ?
The numbers themselves are pretty arbitrary but think of them as literal weights. If mountains and cliffs both have a weight of 2 they will have an equal chance of generating. If you set canyons to 3, then mountains and cliffs will still have the same chance of generating as each other but both will have a lower chance of generating than canyons. If you have a really high number and most of the other numbers are low then (assuming they down't have restrictions such as temperature) the landform with the high number will overide the rest of the landforms making it so they are incredibly rare. Avia_
Really nice mod! I was just wondering what the 'weight' variable does and how to interpret it? All the standard values are already pretty low and I'm worried I'd break the mod if I put in a very high value.
There was a discussion in the Rivers thread on Discord where someone was getting chunk errors with only Rivers installed and everything else being vanilla so it could be a weird Rivers specific bug that only happens occasionally. Jaidaken
The newest version on 1.20.3 seems to be having issues with the Rivers mod. I am getting lots of bad chunks that disect the world down to bedrock whenever large rivers try to spawn.
We may have just gotten unlucky, possibly the chunks loaded in too fast or they loaded while the game was lagging or when I was restarting the world to let friends in. I'm looking around on some test worlds with different world gen configs to see if I can recreate it but haven't seen anything so far. I appreciate you checking though, really enjoying the mod either way, its incredibly good work and I cant wait to see the rebuild and what you do with it. CreativeRealms
I flew 8k blocks in each direction with both the landform overhaul and Rivers installed on 1.20.3 but was unable to recreate any chunk errors. I have no idea why it would be happening on your end. Gallant
Started using the mod with some friends yesterday and were loving it, however, we did notice some generation errors. Sheer chunks formed with straight walls here and there, and one area did diagonally for several chunks in a row, about 12 from the looks, and were not sure why, I haven't seen anyone else reporting issues like that so far. Currently on update 1.20.3, and also using the Better Ruins and Rivers mods as the only other mods to affect world gen but everything is set to the recommended settings for Conquest with Rivers included though we did lower the landform scale from 160 to 120. I wouldn't think that would cause that, but I won't rule it out. It was used to form a fresh world on the update as well. Just wondering if anyone else has experienced this issue and may have a solution or if maybe it's a new bug potentially.

I have a new favorite landform mod, it seems. Very nice looking world, and I love the transitions.
And paired with Rivers, it just looks fantastic. Some wonky overhanging issues in a few places, which is a characteristic of the mod so far, but it seems very rare.
Also excited to hear the natur pack project has been bumped up! Looking forward to seeing all of these modules working together.
Very happy with the polish looks it gives you. Flew by 8k south and took a look here and there. The new textures are fun as well. It does give it a "new feel" look to everything. Thanks and all the best!
The community test server hosting the new and improved version of the Conquest Landform Overhaul mod is now online! Everyone has the ability to play in survival (to test how the terrain feels) or creative (to fly around and see how it looks). Enjoy and don't forget to leave feedback before the full release!
Looking forward to the remake
I've decided I'm going to be remaking the Conquest Landform Overhaul mod from scratch. I wasn't 100% happy with it and found a better way to accurately visualize changes to the code.
It will probably take a bit until I finish but hopefully the effort will pay off.
Very odd. Not sure if it's the fault of the mod or the structure but probably the latter if it only happens there. Glennui
I actually just tested this out on 1.20.0-rc.5 and it works fine for the most part, but the mountains around the Resonance Archive have a flat top nowhere near world height. They're still accessible so it's ultimately a pretty trivial issue that won't stop me from using the mod but it did cause a double take. This was using the recommended settings above.
Just wanted to add a note here, the existing version of the mod is compatible with v1.20 and all the landforms required for the story structures are in the mod.
As such, I don't expect any bugs to be introduced in v1.20 (and I haven't encountered any when testing the mod myself) but if you notice any let me know and I'll look into it.
I seem to have mixed up the devs of Better Traders and Trader Camps. Basically ask the latter. 😅
Aldor
Also just realized I forgot to answer your other question. At least based on a cursory glance at the JSON files in the Trader Camps mod I don't see anything that would break the terrain. With that being said, there does seem to be code which I don't know what it affects and maybe does something unintentional with the landform file. Either way you should ask NiclAss because it's likey a bug introduced on their end and not ours. Aldor
Tyron is already aware of this mod because he was watching my livestream while I was working on the terrain. :P
As for your second question, the 1:1 version of Conquest will use assets taken from us by Medival Fashion but it doesn't mean that we are making a new Medieval Fashion mod. Many of the assets (not including the ones ripped form CR) were made by Ruddi and would not be included in our mod. Aldor
I saw your comment on here about making a 1v1 of the Conquest Reforged mod. Will need to look it up still, BUT, recently found that the Medieval Fashion mod was removed because of copied material from Conquest Reforged. If given proper permission, does this mean you guys will be introducing a new 'Medieval Fashion' mod at some point too?
CreativeRealms
This is BY FAR the best mod right now for terrian generation. In my opinion, THIS is what the vanilla game generation should be. Definitely showing this to Tyron.
With that, question - any hopes of getting the 'Trader Camps' being compatible with this? Seems right now that Trader Camps alters generation, so messes up this mod.
I have not tested it but the Rivers Mod claims to be compatible with everything so thoretically it should work. As for which landforms I removed, I don't remember. I kind of just went through and got rid of anything that could not be improved via simple edits.
Personally I like setting upheaval to 100% and landform scale to 20% but the vanilla values work too. I think the setting that makes things look "bad" if it's too high is world height so I personally use 320. Zoomer88
Will this mod work with the 'Rivers' mod? Or 'Rivers' changes the aforementioned landform file? Also, which landforms are being removed?
Oh, and also which landform scale/upheaval rate would be deemed as high? Like, a maximum value? Or simply not lower than default?
All it does is change the shapes of the landforms which only requires modifying a single file. Meteors shouldn't be affected at all by it. Cian
Does this affect generation of meteor impact sites, or have I just been unlucky?
In my last game I was able to identify meteor craters pretty regularly based on the shape of the terrain, and after a bit of exploration I had 40+ meteoric iron bars. In my newest game, with this mod being the only mod added, I haven't managed to find a single one. All the small depressions I have found turned out to be natural and not contain any meteor.
This is in version 1.18.15, I'm still waiting for some other mods to update.
The best landform overhaul!
I had to travel like 5k to find sandstone, claystone and therefore borax. But it is there.
This mod does not affect rock spawn rates. Maybe you are confusing it with the Nature Pack? McTaco
Glad to hear you are enjoying it. Telemachus
Best world gen mod that I've tried. Previously used Plains n' Valleys in my last playthrough. But from my testing, this mod is the way to go.
I've tried the world gen settings from FinkThinker, and the author. They're both great!
Tried 320 height, 40% upheaval, 150% landform scale
OCEANS: 80% landcover, 100% distance between land.
This gives really good generation IMO. Thanks much for this! The developers should take a look at what you did here!
I've started playing with 320 world height, 100% upheaval rate, and 150% landform scale and it looks really good.
FinkThinker
Any recommended world-gen settings or just leave it standard?
okay! did not know that, thats unfortunate I have a great starting location and already put 16 hours into this world, but the map is so nonimmersive
You shouldn't use multiple mods that alter landforms as they all change the same file which will cause things to break. You should test them out individually and then pick whichever one you prefer.
WeedusFetus
Im using this, plains and valleys, and worldgen fix, my maps regions looks "chunky", like each different climate region looks like its confined within chunks and not just randomized topography. hard to describe with words, heres an image; https://ibb.co/v4W31nG. Im also using a lot of other mods, but these are the only worldgen ones I could think of
I have a limit of 10 images but the jungles don't have any unique landforms that I'm aware of. Basically the landscapes that you see in the screenshots are the same as what you'd find in the jungle besides the foliage that covers them. If you make a new world and set polar-equator distance to 5,000 then fly around in creative you should be able to get a pretty good idea of how jungles look before comitting to using the mod in a playthrough.
Mendall
I now use worldgen fix. And it does most of what I wanted, like ridding my world of floating islands and making mountains more real looking. But I have always wanted to build in a jungle area in VS but after several worlds and two different worldgen altering mods it seems that the world gen around jungles in always ugly. Could you include some pics of jungle areas? I might start a new world if I find a mod that changes jungle generation in a good way.
Yes our goal is to make a 1:1 port of Conquest Reforged in Vintage Story as well as implementing a complete survival overhaul to compliment it. That means all the blocks and items will (eventually) be added and if all goes well we may even be able to look into a world converter so that people can transfer their Minecraft builds to VS.
DungeonSiegeWolf
I loaded up Plains and Valleys to check and it seems like it focuses more on reducing the occurrence of specific landforms while this mod prioritizes changing the landforms themselves to be more realistic looking. My goal was to fix landforms that were too billowy (blobs), had harsh transitions, and to touch up some that had too much noise or too little detail. P&V ultimately does what it claims to do and makes the world less chaotic in most areas but it doesn't stray as far from the vanilla aesthetic as this one does.
QuakingDoom
Love seeing Conquest stuff being added to VS! Will the eventual nature pack include new custom plants, like in the Minecraft version of CR?
This looks reallly good. I'lll give it a try on my next playthrough. How does this compare to Pllains & Valleys? Any pros & cons? Any particular things that make it different/better/worse than P&V?