Mods / Strata: Infinite diffusion worldgen
- Tags:
- Author:
- BrinyCupid
- Side:
- Server
- Created:
- Jul 20th at 12:34 PM
- Last modified:
- Jul 27th at 10:21 PM
- Downloads:
- 397
-
Latest release (for Vintage Story 1.22.0 - 1.22.5, potentially outdated):
Strata-0.4.1-universal-directml.zip 1-click install
EARLY DEVELOPMENT PREVIEW
Strata replaces Vintage Story's initial terrain height generation with an infinite, deterministic diffusion model. It creates continent-scale terrain with continuous mountains, valleys, coastlines and climate instead of repeating a fixed heightmap.
This preview is intended for testing and new worlds. Back up important saves before using it. Generation behavior, configuration and cache formats may change.
How it works
- The world seed drives a three-stage ONNX diffusion pipeline.
- Overlapping model windows are blended into a continuous, effectively infinite elevation map.
- Large heightmap tiles are cached in memory and on disk, so already generated areas are much faster after the first bake.
- Vintage Story's latitude-driven temperature remains authoritative and conditions the model in realistic-climate worlds; the model supplies precipitation.
- Only the initial terrain height and stone fill are replaced. Vintage Story still generates its normal rock strata, caves, ores, soil, vegetation and structures afterward.
Terrain generation and river physics are server-side. Players joining a dedicated server do not need Strata; installing the same ZIP on a client optionally adds directional river animation. For single-player, install the ZIP normally in the Mods folder.
Important limitations
- This is an early preview. Use a new world, keep backups and expect possible changes or incompatibilities.
- The first uncached area can take a while to generate, especially without GPU acceleration.
- A separate 2.3 GB model download is required. On first use, Strata downloads five files from Alexander Goslin's official terrain-diffusion-30m-onnx repository. They are stored once in
StrataModelsand reused by every world. Downloads are pinned and SHA-256 verified; setAutoDownloadModels=falsefor manual installation. - Several GB of free RAM and disk space are recommended.
- Windows x64 GPU acceleration requires a DirectX 12-capable GPU. macOS and Linux currently rely more heavily on the CPU.
- Other terrain-generation mods may conflict. Algernon's Watersheds is explicitly unsupported and safely detected.
World height
A height of 512 blocks is recommended to give mountains more vertical space. Select 512 on the create-world screen. Dedicated servers must set MapSizeY to 512 before creating the save.
Strata deliberately does not resize existing worlds. Vintage Story fixes the vertical chunk layout before code mods initialize, and forcing a later resize could corrupt the save. Taller worlds also make vanilla cave and world generation more CPU-intensive.
Performance and diagnostics
Use /strata stats as a server administrator while terrain is generating. It reports:
- The actual provider used by each model, such as CoreML or CPU.
- Per-model inference calls and time.
- Tile bake progress, cache hits, evictions and prefetch queue.
- Generated chunks, vanilla fallbacks and Strata block-fill time.
Leave InferenceDevice at auto. On Windows x64 the release tries DirectML and falls back to CPU if a model session cannot use it. Set it to directml to require GPU use, or cpu to disable it. GpuDeviceId selects the adapter and defaults to 0. Confirm the actual provider with /strata stats.
ModelVariant supports fp32, fp16, auto and custom. FP32 is the compatible default. FP16 expects local base_model_fp16.onnx, coarse_model_fp16.onnx and decoder_model_fp16.onnx; auto uses those only when the complete set is present. Custom file names use the Custom*File settings. Alternate models are not automatically downloaded and must retain the official float32 inputs and outputs.
Terrain-aware plains shaping is enabled by default. It smooths only naturally low-relief inland areas and fades out around steep mountains, ridges and coastlines. Configure it with PlainsSmoothing, PlainsSmoothingRadius, PlainsMaxReliefMeters and PlainsCoastProtectionMeters. Set PlainsSmoothing to 0 for the untouched model elevation. Change these settings before world creation; already-generated chunks do not reshape themselves.
TerrainStyle selects the macro-terrain preset. realistic is the default and preserves the original output. fantasy produces stronger ridge systems and raised highlands, while extreme makes those features more frequent and pronounced. All styles keep the full-detail models, plains shaping and Vintage Story's downstream caves. Select a style before exploring a new world; changing it later creates borders against already-generated chunks.
Summits entering the top-world headroom are progressively compressed instead of hard-clipped, reducing broad flat plateaus at elevation 511. Mountain surfaces can also expose the locally selected Vintage Story rock where height, slope and local relief are sufficient; both behaviors are configurable.
ExperimentalRivers is off by default. Rivers V4 builds a deterministic regional drainage graph from coarse elevation and precipitation, routes ocean-connected channels downhill, and converts each reach into cached slope-aware meanders before carving a descending water surface. Synthetic terminal lakes are disabled unless ExperimentalRiverLakes is also enabled. It uses ordinary Vintage Story freshwater. The server also applies a configurable current to entities; clients with Strata installed receive directional water animation, while clients without it see normal water and may still join. Treat this as a new-world experiment.
Preliminary performance
| Build / system | Provider | Cold generation | Details |
|---|---|---|---|
| Mac baseline / Apple M2 | CoreML coarse; CPU base + decoder | ~90 s / 4 tiles | 12.8 s load; 225 callbacks; 98.2% cache hits; 0 fallbacks |
| 0.3.0 / MacBook Air M2, 16 GB | CoreML coarse; CPU base + decoder | ~1m51s to join; 14 tiles / 3m22s bake time | 12.6 s load; 847 chunks; 98.2% cache hits; 0 fallbacks/failures |
| 0.3.0 / RTX 5070 Ti + Ryzen 9800X3D | DirectML on all models | 23 new tiles / 10 s pipeline; 16 s bake wall time | 1,429 chunks at 1m38s uptime; 98.4% cache hits; 11 disk hits; 0 fallbacks/failures |
Baseline ONNX time: base 53 s, decoder 36 s, coarse 1 s; Strata block filling used only 11 ms. The 0.3.0 Mac stats were captured with one additional tile still baking. The Windows run completed 23 new tiles but also loaded 11 existing tiles from disk, so it is marked as a mixed-cache run rather than fully cold. Its ONNX time was approximately 5 s base, 4 s decoder and 0.7 s coarse. No model resolution, overlap, blending or diffusion steps were removed. Tests use 512 world height, TileChunks=8 and PrefetchRadius=0. Use /strata stats after spawn generation to collect comparable numbers.
Compatibility
- Vintage Story 1.22.x, including confirmed testing against 1.22.5
- Windows x64/Arm64
- Linux x64/Arm64
- macOS Apple Silicon
- Server-side generation; optional client river animation
World-generation mods that replace terrain, climate or caves may conflict. Cave content mods that operate through Vintage Story's normal downstream cave pass are more likely to remain compatible, but have not all been tested.
Terrain Slabs 1.0.17: expected to be compatible but not yet fully tested. It runs an additional surface/column pass rather than replacing Strata's terrain height generation. Terrain Slabs requires PlaceOnSlabs and both must be installed on clients and the server.
Algernon's Watersheds: incompatible. Both modify GenTerra. Strata detects the watersheds mod ID, logs an explicit error and keeps its own terrain patch inactive. Remove one mod and create a new world; changing load order is not a safe fix.
Rivers: incompatible. It replaces the same terrain-generation stage. Strata detects the mod and keeps its own terrain patch inactive rather than allowing both generators to produce a broken result.
Credits
Strata adapts Alexander Goslin's Terrain Diffusion and uses the 30 m/px ONNX model release. The model and upstream project are MIT licensed. Third-party licenses are included in the ZIP.
Download
Download Strata-0.4.1-universal-directml.zip from this mod's ModDB Files section, place it directly in the Vintage Story Mods folder and do not unpack it. The separate model files come from the official Hugging Face link above on first use.
Preview version 0.4.1
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.4.1 | strata | 148 | Jul 27th at 10:21 PM | Strata-0.4.1-universal-directml.zip | 1-click install | ||
|
STRATA 0.4.1 — THIRD PUBLIC RELEASE Early development preview. Back up important saves and use a new test world. WHAT'S NEW - Fixed latitude-based climate. Vintage Story's temperature map—including world settings and local IMPORTANT Rivers are disabled by default. Set "ExperimentalRivers": true before generating new terrain. Strata remains server-side; DOWNLOADS Most users should install Strata-0.4.1-universal-directml.zip without unpacking it. The larger The pinned and SHA-256-verified 2.28 GB FP32 model set downloads separately on first generation: DirectML SHA-256: 8a799df1159b0df279762477f3440a17e30b3b4f15f362d48b0a61c2217f7c4c | |||||||
| 0.3.0 | strata | 188 | Jul 20th at 9:35 PM | Strata-0.3.0-universal-directml.zip | 1-click install | ||
|
EARLY DEVELOPMENT PREVIEW 0.3.0 - Added DirectML GPU inference for Windows x64 NVIDIA, AMD and Intel DirectX 12 GPUs. | |||||||
| 0.2.0 | strata | 61 | Jul 20th at 12:39 PM | Strata-0.2.0-universal.zip | 1-click install | ||
|
EARLY DEVELOPMENT PREVIEW - First public preview of infinite diffusion terrain and climate generation. Preliminary Apple M2 / VS 1.22.3 / 512-height result: 225 terrain callbacks, four new diffusion The ModDB package does not bundle CUDA because its native libraries increase the ZIP to about The approximately 2.3 GB model download comes directly from: Known limitations: slow first uncached generation, approximately 2.3 GB model download, high | |||||||

No, this is the best so far. Here is my first map (512) without any tweeks :
Crazy!
Be warn though, 512 world heigh is ressource intensive :)
Cra[img]https://i.imgur.com/Q5LmZIL.png[/img]
This is the best worldgen mod I've ever seen. Much more lifelike and enjoyable to look at terrain, also more importantly fun to navigate. Rivers are interesting but unfortunately not there yet, main issues I saw were elevation related. Sometimes the rivers would just forget to descend and go on for miles 30 blocks above the terrain around them like a water wall. This would also occasionally happen going out over the ocean for a ways. Also I assume the gravel backdrop of the rivers is just placeholder but could be nice to see a more varied or blended in background with the surrounding terrain. All in all this is a must have mod, I really hope you keep up with it.
so it's been straight up not working. the model appears downloaded, the config is default, there are no other mods. the world loads and it's infinite nothingness, not a block in sight
6.8.2026 09:56:13 [Worldgen] An error was thrown in pass Terrain when generating chunk column X=15992,Z=15999 in world 'strata test 11' with seed 1564454797
Exception Microsoft.ML.OnnxRuntime.OnnxRuntimeException: [ErrorCode:RuntimeException] Non-zero status code returned while running Softmax node. Name:'/model/64x64_in0/Softmax' Status Message: E:\_work\1\s\onnxruntime\core\providers\dml\DmlExecutionProvider\src\MLOperatorAuthorImpl.cpp(2508)\onnxruntime.dll!00007FF800AFF444: (caller: 00007FF800AFEAEC) Exception(1326) tid(2a90) 80070057 The parameter is incorrect.
at Microsoft.ML.OnnxRuntime.InferenceSession.Run(IReadOnlyCollection`1 inputs, IReadOnlyCollection`1 outputNames, RunOptions options)
at Strata.Diffusion.Pipeline.OnnxModel.Run(IReadOnlyList`1 inputs) in /Users/timmspitz/RiderProjects/Strata/Strata.Diffusion/Pipeline/OnnxModel.cs:line 190
at Strata.Diffusion.Pipeline.WorldPipeline.LatentBatch(IReadOnlyList`1 wis, IReadOnlyList`1 prevSamples, IReadOnlyList`1 coarseSlices, Single t, Int32 seedOffset, Single[] ww) in /Users/timmspitz/RiderProjects/Strata/Strata.Diffusion/Pipeline/WorldPipeline.cs:line 284
at Strata.Diffusion.InfiniteTensor.InfiniteTensor.ComputeBatched(List`1 windowIndices) in /Users/timmspitz/RiderProjects/Strata/Strata.Diffusion/InfiniteTensor/InfiniteTensor.cs:line 181
at Strata.Diffusion.InfiniteTensor.InfiniteTensor.EnsureComputedRanges(IReadOnlyList`1 pixelRanges) in /Users/timmspitz/RiderProjects/Strata/Strata.Diffusion/InfiniteTensor/InfiniteTensor.cs:line 140
at Strata.Diffusion.InfiniteTensor.InfiniteTensor.EnsureComputedRanges(IReadOnlyList`1 pixelRanges) in /Users/timmspitz/RiderProjects/Strata/Strata.Diffusion/InfiniteTensor/InfiniteTensor.cs:line 136
at Strata.Diffusion.InfiniteTensor.InfiniteTensor.EnsureComputedRanges(IReadOnlyList`1 pixelRanges) in /Users/timmspitz/RiderProjects/Strata/Strata.Diffusion/InfiniteTensor/InfiniteTensor.cs:line 136
at Strata.Diffusion.InfiniteTensor.InfiniteTensor.GetSlice(Int32[] start, Int32[] end) in /Users/timmspitz/RiderProjects/Strata/Strata.Diffusion/InfiniteTensor/InfiniteTensor.cs:line 64
at Strata.Diffusion.Pipeline.WorldPipeline.ComputeElev(Int32 i1, Int32 j1, Int32 i2, Int32 j2) in /Users/timmspitz/RiderProjects/Strata/Strata.Diffusion/Pipeline/WorldPipeline.cs:line 546
at Strata.StrataModSystem.BakeTerrainTile(Int32 blockX0, Int32 blockZ0, Int32 size) in /Users/timmspitz/RiderProjects/Strata/Strata/StrataModSystem.cs:line 465
at Strata.TerrainTileCache.GetTile(Int32 tx, Int32 tz) in /Users/timmspitz/RiderProjects/Strata/Strata/Caching/TerrainTileCache.cs:line 188
at Strata.TerrainTileCache.GetChunkTerrain(Int32 cx, Int32 cz) in /Users/timmspitz/RiderProjects/Strata/Strata/Caching/TerrainTileCache.cs:line 104
at Strata.GenTerraGeneratePatch.Prefix(GenTerra __instance, IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ) in /Users/timmspitz/RiderProjects/Strata/Strata/Patches/GenTerraPatch.cs:line 24
at Vintagestory.ServerMods.GenTerra.generate_Patch1(GenTerra this, IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Boolean requiresChunkBorderSmoothing)
at Vintagestory.ServerMods.GenTerra.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSEssentials\Systems\WorldGen\Standard\ChunkGen\1.GenTerra\GenTerra.cs:line 173
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1957
6.8.2026 09:55:15 [Notification] Game Version: v1.22.6 (Stable)
6.8.2026 09:55:15 [Event] It begins...
6.8.2026 09:55:15 [Event] Launching server...
6.8.2026 09:55:15 [Event] It senses...
6.8.2026 09:55:15 [Event] Server v1.22.6, network v1.22.6, api v1.22.0
6.8.2026 09:55:15 [Notification] Entering runphase Initialization
6.8.2026 09:55:15 [Event] Loading configuration...
6.8.2026 09:55:15 [Notification] Entering runphase Configuration
6.8.2026 09:55:15 [Notification] Loading savegame
6.8.2026 09:55:15 [Notification] Create new save game data. Playstyle: surviveandbuild
6.8.2026 09:55:15 [Notification] Default spawn was set in serverconfig, resetting for safety.
6.8.2026 09:55:15 [Notification] Savegame %appdata%\VintagestoryData\Saves\strata test 11.vcdbs loaded
6.8.2026 09:55:15 [Notification] World size = 1024000 256 1024000
6.8.2026 09:55:15 [Notification] Start discovering assets
6.8.2026 09:55:15 [Notification] Found 2 base assets in category blocktypes
6.8.2026 09:55:15 [Notification] Found 0 base assets in category itemtypes
6.8.2026 09:55:15 [Notification] Found 35 base assets in category lang
6.8.2026 09:55:15 [Notification] Found 0 base assets in category patches
6.8.2026 09:55:15 [Notification] Found 24 base assets in category config
6.8.2026 09:55:15 [Notification] Found 0 base assets in category worldproperties
6.8.2026 09:55:15 [Notification] Found 49 base assets in category sounds
6.8.2026 09:55:15 [Notification] Found 230 base assets in category shapes
6.8.2026 09:55:15 [Notification] Found 182 base assets in category textures
6.8.2026 09:55:15 [Notification] Found 0 base assets in category recipes
6.8.2026 09:55:15 [Notification] Found 0 base assets in category worldgen
6.8.2026 09:55:15 [Notification] Found 3 base assets in category entities
6.8.2026 09:55:15 [Notification] Found 525 base assets in total
6.8.2026 09:55:15 [Event] Building assets...
6.8.2026 09:55:15 [Notification] Entering runphase LoadAssets
6.8.2026 09:55:15 [Notification] Will search the following paths for mods:
6.8.2026 09:55:15 [Notification] %appdata%\Vintagestory\Mods
6.8.2026 09:55:15 [Notification] %appdata%\VintagestoryData\Mods
6.8.2026 09:55:15 [Notification] Found 4 mods (0 disabled)
6.8.2026 09:55:15 [Notification] Mods, sorted by dependency: game, strata, creative, survival
6.8.2026 09:55:15 [Notification] Instantiated 150 mod systems from 4 enabled mods
6.8.2026 09:55:15 [Notification] External Origins in load order: modorigin@%appdata%\Vintagestory\assets\creative\, modorigin@%appdata%\Vintagestory\assets\survival\
6.8.2026 09:55:15 [Notification] Found 541 external assets in category blocktypes
6.8.2026 09:55:15 [Notification] Found 315 external assets in category itemtypes
6.8.2026 09:55:15 [Notification] Found 0 external assets in category lang
6.8.2026 09:55:15 [Notification] Found 10 external assets in category patches
6.8.2026 09:55:15 [Notification] Found 128 external assets in category config
6.8.2026 09:55:15 [Notification] Found 25 external assets in category worldproperties
6.8.2026 09:55:15 [Notification] Found 681 external assets in category sounds
6.8.2026 09:55:15 [Notification] Found 6123 external assets in category shapes
6.8.2026 09:55:15 [Notification] Found 9459 external assets in category textures
6.8.2026 09:55:15 [Notification] Found 419 external assets in category recipes
6.8.2026 09:55:15 [Notification] Found 1455 external assets in category worldgen
6.8.2026 09:55:15 [Notification] Found 74 external assets in category entities
6.8.2026 09:55:15 [Notification] Found 0 external assets in category compatibility
6.8.2026 09:55:15 [Notification] Reloaded lang file with mod assets
6.8.2026 09:55:15 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
6.8.2026 09:55:15 [Notification] JsonPatch Loader: 14 patches total, successfully applied 14 patches, unmet conditions on 23 patches, no errors
6.8.2026 09:55:17 [Event] It remembers...
6.8.2026 09:55:19 [Notification] Loaded 4468 unique items
6.8.2026 09:55:19 [Event] All that came before...
6.8.2026 09:55:23 [Notification] Loaded 14089 unique blocks
6.8.2026 09:55:23 [Notification] Loaded 820 unique entitiess
6.8.2026 09:55:23 [Notification] BlockLoader: Entities, Blocks and Items loaded
6.8.2026 09:55:23 [Event] Remapping blocks and items...
6.8.2026 09:55:24 [Event] 15 cooking recipes loaded
6.8.2026 09:55:24 [Event] Taste and smell...
6.8.2026 09:55:24 [Event] 9 metal alloys loaded
6.8.2026 09:55:24 [Event] Glimmers in the soil...
6.8.2026 09:55:25 [Event] 1152 grid recipes loaded from 268 files
6.8.2026 09:55:25 [Event] Grand inventions...
6.8.2026 09:55:25 [Event] 44 smithing recipes loaded from 43 files
6.8.2026 09:55:25 [Event] Burning sparks...
6.8.2026 09:55:25 [Event] 31 clay forming recipes loaded from 31 files
6.8.2026 09:55:25 [Event] Molded forms...
6.8.2026 09:55:25 [Event] 12 knapping recipes loaded from 12 files
6.8.2026 09:55:25 [Event] Simple tools...
6.8.2026 09:55:25 [Event] 90 barrel recipe recipes loaded from 41 files
6.8.2026 09:55:25 [Notification] Tags registry was locked.
6.8.2026 09:55:25 [Notification] Entering runphase AssetsFinalize
6.8.2026 09:55:26 [Event] Server assets loaded, parsed, registered and finalized
6.8.2026 09:55:26 [Event] Initialising systems...
6.8.2026 09:55:26 [Notification] Entering runphase LoadGamePre
6.8.2026 09:55:26 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
6.8.2026 09:55:26 [Notification] [Strata] v0.4.1 starting on Microsoft Windows 10.0.22631 (X64); world seed=1564454797, height=256 (8 vertical chunks).
6.8.2026 09:55:26 [Notification] [Strata] Models: set=fp32, 5/5 files ready in C:\Users\lilie\AppData\Roaming\VintagestoryData\StrataModels (auto-download=True; loading is deferred until the first uncached tile).
6.8.2026 09:55:26 [Notification] [Strata] Settings: device=auto, GPU device=0, model set=fp32, terrain style=realistic, threads=auto, batch=4, tile=8x8 chunks, RAM tiles=32, disk cache=True, prefetch radius=0.
6.8.2026 09:55:26 [Notification] [Strata] Plains shaping: strength=0,65, radius=16 blocks, max relief=180 m, coast protection=90 m. Only low-relief inland terrain is smoothed; steep terrain uses the original model output.
6.8.2026 09:55:26 [Notification] [Strata] Summit protection: top 96 blocks use soft compression instead of a hard height clamp.
6.8.2026 09:55:26 [Notification] [Strata] Mountain surfaces: expose local rock from 64 blocks above sea level on sufficiently steep terrain (relief radius=4).
6.8.2026 09:55:26 [Notification] [Strata] Experimental rivers disabled; set ExperimentalRivers=true before creating/exploring a world to enable them.
6.8.2026 09:55:26 [Notification] [Strata] Diagnostics command registered: /strata stats
6.8.2026 09:55:26 [Notification] [Strata] Terrain patch active. Vanilla cave, strata, ore, soil, vegetation, and structure passes remain enabled.
6.8.2026 09:55:26 [Warning] [Strata] World height is 256, recommended is 512. Vintage Story fixes height before code mods load; choose the height while creating a new world (existing worlds cannot be resized safely).
6.8.2026 09:55:26 [Notification] Started 127 systems on Server:
6.8.2026 09:55:26 [Notification] Mod 'VSEssentials.dll' (game):
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.Core
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenTerra
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenSnowLayer
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.EntityPartitioning
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ErrorReporter
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
6.8.2026 09:55:26 [Notification] FluffyClouds.FluffyCloudsModSystem
6.8.2026 09:55:26 [Notification] Vintagestory.Systems.ModSystemTfEditFromAttributes
6.8.2026 09:55:26 [Notification] Vintagestory.Essentials.PathfindSystem
6.8.2026 09:55:26 [Notification] Vintagestory.Essentials.PathFindDebug
6.8.2026 09:55:26 [Notification] Vintagestory.Essentials.PathfindingAsync
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.JsonExport
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenMaps
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenRockStrataNew
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenHotSprings
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenCreatures
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.ModSystemWorldGenStructures
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemItemRendererOptimizer
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.AiRuntimeConfig
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemEmotes
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.LeafBlockDecay
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.POIRegistry
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.RoomRegistry
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.WeatherSystemCommands
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.WeatherSystemServer
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.SystemRemotePlayerTracking
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.WorldMapManager
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenDeposits
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.LoadColorMaps
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenCaves
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenStructures
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.WgenCommands
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenBlockLayers
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenPonds
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ClothManager
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenRivulets
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenLightSurvival
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.CollectibleBuffDebug
6.8.2026 09:55:26 [Notification] Mod 'VSSurvivalMod.dll' (survival):
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemControlPoints
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
6.8.2026 09:55:26 [Notification] Vintagestory.Systems.StoryLockableDoor
6.8.2026 09:55:26 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.UpgradeTasks
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.NpcControl
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeons
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.MyceliumSystem
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemFishInstaFlee
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.FishingSupportModSystem
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemGliding
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemSnowShoveling
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemSubTongsDurability
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemSwoopDev
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.Timeswitch
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemNPCHairStyling
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemSkinnableAdditions
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemAuction
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.Core
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemBoatingSoundAndRatlineStamina
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.CharacterSystem
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.CustomSpawnConditions
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.VariablesModSystem
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModsystemElevator
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ActivityModSystem
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ActivityEditorSystem
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemFarming
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemTutorial
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.HeldItemMouseInputHandler
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemNightVision
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.TobiasTeleporter
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModJournal
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModLootRandomizer
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemRifts
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSleeping
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.TeleporterManager
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModTemperature
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.SystemTemporalStability
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemClimateSpecificTraderTypes
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemWearableStats
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemEditableBook
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.Mechanics.ModSystemWindTurbulence
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenDungeons
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.GenStoryStructures
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.WgenCommandsExt
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenDevastationLayer
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.RecipeLoader
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemFishDepletion
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemWormGrunting
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemOreMap
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemSnowballs
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.HumanoidOutfits
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
6.8.2026 09:55:26 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
6.8.2026 09:55:26 [Notification] Mod 'VSCreativeMod.dll' (creative):
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.Core
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
6.8.2026 09:55:26 [Notification] Vintagestory.ServerMods.GenLightCreative
6.8.2026 09:55:26 [Notification] Mod 'Strata-0.4.1-universal-directml.zip' (strata):
6.8.2026 09:55:26 [Notification] Strata.RiverGravelGen
6.8.2026 09:55:26 [Notification] Strata.StrataModSystem
6.8.2026 09:55:26 [Event] 26 traits loaded from 1 files
6.8.2026 09:55:26 [Event] 6 classes loaded from 1 files
6.8.2026 09:55:29 [Notification] Server map set
6.8.2026 09:55:29 [Event] A world unbroken...
6.8.2026 09:55:29 [Notification] Entering runphase GameReady
6.8.2026 09:55:29 [Notification] Entering runphase WorldReady
6.8.2026 09:55:29 [Event] The center unfolding...
6.8.2026 09:55:29 [Event] Starting world generators...
6.8.2026 09:55:31 [Notification] Sending server identification. Server control privilege is True
6.8.2026 09:55:40 [Notification] Reloaded 35 tree generators
6.8.2026 09:55:40 [Event] Loading 7x7x8 spawn chunks...
6.8.2026 09:55:40 [Event] 0% (49 in queue)
6.8.2026 09:55:40 [Event] The carved mountains...
6.8.2026 09:55:40 [Notification] [Strata] Loading terrain-diffusion models (seed=1564454797)...
6.8.2026 09:55:40 [Notification] [Strata] Model temperature conditioning follows Vintage Story latitude (30C equator to -20C poles).
6.8.2026 09:55:41 [Notification] [Strata] [onnx] coarse → DirectML:0
6.8.2026 09:55:49 [Notification] [Strata] [onnx] base → DirectML:0
6.8.2026 09:55:50 [Notification] [Strata] [onnx] decoder → DirectML:0
6.8.2026 09:55:51 [Notification] [Strata] Models loaded (base=DirectML:0, coarse=DirectML:0, decoder=DirectML:0) in 10938 ms.
6.8.2026 09:55:52 [Notification] [Strata] Climate map applied (region 999,999): preserved Vintage Story temperature, model precip 846..1125mm
6.8.2026 09:55:54 [Event] 0% (49 in queue)
6.8.2026 09:55:54 [Event] The rolling hills...
6.8.2026 09:55:56 [Event] 0% (113 in queue)
6.8.2026 09:55:56 [Event] The sheer cliffs...
6.8.2026 09:55:58 [Event] 0% (171 in queue)
6.8.2026 09:55:58 [Event] The endless plains...
6.8.2026 09:55:59 [Event] Begin game ticking...
6.8.2026 09:55:59 [Event] ... it calls to you
6.8.2026 09:55:59 [Notification] Entering runphase RunGame
6.8.2026 09:55:59 [Notification] Starting server threads
6.8.2026 09:55:59 [Event] Singleplayer Server now running!
6.8.2026 09:55:59 [Event] Return again.
6.8.2026 09:55:59 [Notification] Please be aware that as of 1.20, servers default configurations have changed - servers no longer register themselves to the public servers list and are invite-only (whitelisted) out of the box. If you desire so, you can enable server advertising with '/serverconfig advertise on' and disable the whitelist mode with '/serverconfig whitelistmode off'
6.8.2026 09:55:59 [Notification] A Client attempts connecting via Dummy connection on 127.0.0.1:0, assigning client id 1
6.8.2026 09:55:59 [Notification] Client 1 uid 3KUiNGshouzjHuMNokIRRx6U attempting identification. Name: Liliet
6.8.2026 09:55:59 [Notification] Upped server view distance to: 256, because player is in singleplayer
6.8.2026 09:55:59 [Notification] Delayed join, attempt random spawn position.
6.8.2026 09:55:59 [Notification] Placing Liliet at 512002,5 1 511991,5
6.8.2026 09:56:02 [Event] Liliet 127.0.0.1:0 joins.
6.8.2026 09:56:03 [Warning] [Strata] World height is 256, recommended is 512. Vintage Story fixes height before code mods load; choose the height while creating a new world (existing worlds cannot be resized safely).
6.8.2026 09:56:03 [Event] Saved 300 generating chunks...
6.8.2026 09:56:03 [Event] ...
6.8.2026 09:56:03 [Event] Saved 600 generating chunks...
6.8.2026 09:56:03 [Event] ...
6.8.2026 09:56:03 [Event] Saved 900 generating chunks...
6.8.2026 09:56:03 [Event] ...
6.8.2026 09:56:03 [Event] Saved 1200 generating chunks...
6.8.2026 09:56:03 [Event] ...
6.8.2026 09:56:03 [Event] Saved 1500 generating chunks...
6.8.2026 09:56:03 [Event] ...
6.8.2026 09:56:03 [Notification] Server ticking has been suspended
6.8.2026 09:56:07 [Notification] Server ticking has been resumed
6.8.2026 09:56:07 [Notification] A client reconnected, resuming game calendar.
6.8.2026 09:56:11 [Notification] Client 1 disconnected: Server shutting down - Exit request by client
6.8.2026 09:56:11 [Notification] Last player disconnected, compacting large object heap...
6.8.2026 09:56:13 [Event] Player Liliet got removed. Reason: Server shutting down - Exit request by client
6.8.2026 09:56:13 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client
6.8.2026 09:56:13 [Event] Saved 300 generating chunks...
6.8.2026 09:56:13 [Event] ...
6.8.2026 09:56:13 [Event] Saved 600 generating chunks...
6.8.2026 09:56:13 [Event] ...
6.8.2026 09:56:13 [Event] Saved 900 generating chunks...
6.8.2026 09:56:13 [Event] ...
6.8.2026 09:56:13 [Event] Saved 1200 generating chunks...
6.8.2026 09:56:13 [Event] ...
6.8.2026 09:56:13 [Notification] Server ticking has been suspended
6.8.2026 09:56:13 [Notification] Entering runphase Shutdown
How does this mod interact with world generation settings on creating a new world? Do landcover %, landcover scale, landform scale etc do anything?
Amazing mod. In my opinion people need to Must have mod that stop snow from melting. Trust me.
i wanted to add that Better ruins are compatible with this mod however better ruins have specific requirements for them to spawn.
I really love this mod so i was trying all sort of things and this is what worked for me.
In strata mod config:
"PlainsSmoothing": 0.90,
"PlainsSmoothingRadius": 24,
"PlainsMaxReliefMeters": 100.0,
"PlainsCoastProtectionMeters": 60.0
And then make sure your world settings also include some flatlands
"Mod thats stops snow from melting" - what is it?
The terrain generation of this mod is what I've been looking for. However, I just want to let you know that each continent has a strip of fresh water lining the ocean shores (from a couple of blocks, to several in some cases, then it's salt water) and that has the power to break immersion for me.
We now have a discord please move issues over to there since its getting harder to keep track in the comments :D
https://discord.gg/ZmMv7pEVty
I tried to run the generation with directml but it automatically chose my CPU over my GPU. I wonder if it's an issue I can do something about. I did download the latest Nvidia drivers but that didn't work. I have a couple of mods that don't affect the terrain generation I don't think.
Normall it should choose the GPU automatically you can force it to GPU in the config to get a error message
I'm testing it on linux, but the model seems to be running on CPU only. I'm willing to help configure it so that it runs on GPU on Linux (i have a rtx 3060 12gb)
We currently use DirectML for GPU but thats only for windows, currently i have not found a way to ship a cuda version over modb since it hits the upload limit i can provide the cuda version directly if you want
Mod doesn't spawn any blocks
Pure game no other mods, deleted them + wiped all folders
Tried doing vanilla world, has everything...idk what to do to fix this
"/strata stats" command gives:
Strata stats — uptime 00:00:29, pipeline ready World: height=512, generated chunks=0, vanilla fallbacks=0, Strata block-fill time=0 ms Pipeline: requests=605, active=1, request wall time=00:00:07, model set=fp32, providers=base=DirectML:0, coarse=DirectML:0, decoder=DirectML:0 Terrain shaping: plains strength=0.65, radius=16 blocks, max relief=180 m Cache: chunk requests=605, tile lookups=605, RAM hits=0, disk hits=0, hit rate=0.0%, RAM tiles=0/32, evictions=0 Bakes: completed=0, active=1, queued prefetch=0, failures=604, bake wall time=00:00:13 ONNX: coarse 20 calls/343 ms
hmm ill take a look
Could you please send the error section from your Vintage Story log?
Win + R.%appdata%\VintagestoryData\Logsand press Enter.server-main.log.Strata,ONNX, orDirectML.Logs can contain usernames, file paths, IP addresses, or server details, so please redact anything you don’t want posted publicly.
This is an amazing world generation. Really love it. Are there lakes that generate? I often find ponds but nothing really lake-sized. Does messing with the world generation configuration when creating a new world affect anything regarding this mod? Excited to see further updates
probably not but lakes and rivers are in work
How big continents should I expect when downloading this?
big, sometimes small, but mostly even big sometimes even continents that connect like how the americas do
Thank you for working on terrain diffusion! Ive been waiting for someone to bring this to VS.
Ive had terrrain slabs running for a few hours and seen no problems so far.
I would love to see lakes or even rivers integrated into the erosion. Currrently it seems to only generate small ponds.
Ive also had the problem mountains beeing capped at max world height.
Better ruins does not seem compatible.
I am currently working on rivers and a fix for the mountains has allready been made and is beeing tested version 3.1 should come soon
I can't wait to test the update! I was actually just about to start playing Vintage Story again, but I'm holding off specifically for this mod update because it adds exactly what I've always wanted from the world generator. The screenshot you shared looks very promising.
I have one question about the river generation. Are the river locations determined by the already generated terrain, or do the rivers influence how the terrain is generated? Or is it a hybrid approach, where the terrain is generated first, the river channels are carved into it, and then the surrounding landscape is reshaped to create smoother, more natural riverbanks?
The mod generates a hydro map after worldgen and change things if its needed for the river to actually work
Important to note Rivers that generate in the release are very experimental and are opt in :D
Why is every world I generate even with cool (-5 to 1 degrees) starting tempeture enabled generating hot terrain, even green temperate forests are like 35 degrees, and theres savanahs everywhere, every world is the exact same, is there a way to get rid of the exessive heat. also the terrain generating can be insanely laggy for some reason
Climate seems to be bugged i have a fix ready
when should I expect the fix to come out?
Hopefully soon just got time to work on it again
Is there instructions to using this mod? I'm not sure if I'm using this right because `/strata stats` is telling me that it failed. I don't understand where to put the "separate model files" and I've already downloaded it.
If you install the mod and load a world it should have auto installed manual install instrucions are still not finished i can get you some once im home again
I noticed that the climates are quite warmer than they should be, atleast spawn latitudes. At sea level at normal spawn latitudes (47-48 N) average annual temperature is like 23C.
Edit: i checked the north pole too, the climate looks like its the same everywhere in the world with like 23 average temp
Thanks for reporting ill take a look
I noticed the same thing. It looks like the climate is identical at every latitude. The only thing that seems to affect temperature is elevation. I tested locations from the equator all the way to the poles, and the average annual temperature stayed almost the same at sea level. It seems the latitude-based climate calculation isn't being applied correctly.
everywhere I go its above 30 degrees
is there anything i can do about the slow chunk loading ?
What specs do you have this is not the lightest thing to run and probably needs a GPU (my mac runs it just not well) my main pc does it way better
so i either recommend not usign it until i figured out how to optimize it more and or pregernate and give it a bit of time
The world generated with this mod is one of the best I've ever seen. The map view, especially in mountainous regions, looks remarkably realistic and genuinely resembles a real-world terrain model. Huge congratulations to the author—this is an amazing achievement, and I'm really looking forward to future updates!
I did notice one issue while generating high mountain regions. With the world height set to 512, some mountains reach the height limit, resulting in large flat plateaus at elevation 511 over very large areas. This somewhat breaks the otherwise natural-looking landscape.
I also noticed that some areas which clearly look like mountains but are only around 300 blocks high are almost entirely covered with soil. I think they would look much better if exposed rock appeared at those elevations. From what I've seen, rocky terrain seems to start appearing only above roughly 400 blocks.

If these issues could be addressed, and if it were possible to generate a realistic river network as well, this mod would be absolutely perfect.
Thank you for the feedback i havent seen the mountains hitting the height limit for some time but it could have happend ill take a look
About the stone top and rivers ill definatly take a look :D
Does it have good water generation? I'll add it to my next playthrough if it does.
Water hasnt been touched for now, and as good as the generation is i wouldnt recommend it for a full playthrought currently there will be too many changes along the development timeline
Alright, thank you.
I just tested this recently, the world gen is amazing. Watergen for lakes is great. I assume there's no river yet. However I will be testing this with rivers mod.
I was actually waiting for "Infinite diffusion worldgen" to be added in VintageStory. Like an angel that fell from heaven, you gave us the greatest gift to the players.
This is amazing!
And, never though I'd say that, too realistic. To the point of being boring. og worldgen is crazy and interesting because it generates freaky terrain, floating islands and imposible cliffs.
This wordgen definately generates patterns that I can recognioze from real world. And more - it generates averaged, smoothed, typical terrain. But, even real extreme places on Earth look crazier -- Cape Horn, or Mangystau or whatever else.
Could be an attribute of the upstream model.
Nevertheless, I had lot of fun flying around, ty.
Happy to see you enjoyed it :D
I can agree on the too realistic point my long term goal is probably training a custom model on more fantasy based terrain or fine tune the existing model
I learned about Goslin's paper from Five Minute Papers' video on it, and my first thought was that this would be an interesting thing to bring to Vintage Story (especially since he used Minecraft to demo the project). Excited to see how this progresses. Its disadvantages are certainly massive, so much so that I can't foresee this being utilized until the AI model that generates said terrain is heavily pared down.
I'm interested if you've seen Runevision's erosion filter (), which aims to simulate similar geographical features, like drainage patterns on mountain ranges and coherent gullies, but obviously algorithmically instead of through a model trained on terrain.
I'm wondering which of these has the most promising future: while Goslin's Terrain Diffusion can generate coherent terrain end-to-end with a single AI model, the screenshot demonstrates that it doesn't seem to translate perfectly to the small scale, where noise translates to jagged terrain when walking. By contrast, Runevision's erosion filter is presumably (purely educated guess) easier to adjust on a granular scale to avoid such gameplay concerns, but it also doesn't handle large-scale terrain as gracefully as Goslin's does, meaning purely realism-focused terrain generation would probably lean towards Terrain Diffusion.
Oh interesting I will definatly take a look,
On the jagged terrain 0.3.0 has a smoothening pass that fixes some of it but definatly not all
I can see maybe having Runevisions erosion as a option on this mod :D
What advantages using AI provides in this case?
I'll rephrase: what advantages your approach provides? Downloading additional 2 gigs from a side resource is a huge ask and is very much questionable security-wise.
Fair question. The advantage is not “AI for its own sake.” The model was trained on real elevation/climate data, so it can generate coherent mountain ranges, drainage-scale valleys, plains and coastlines across very large distances without repeating a finite heightmap.
The disadvantages are real, roughly 2.3 GB, high RAM use and slower generation. This is why the mod is labeled an early preview, not a replacement for vanilla generation.
The security concern is also valid. Version 0.3.0(wich will be done soon) pins downloads to one immutable revision of the author’s official Hugging Face repository and verifies the size and SHA-256 of every file before loading it. The ONNX files contain model graphs/weights, not a Vintage Story mod, and inference runs locally without uploading world data. Automatic download can also be disabled for manual installation.
VintageGPT generate me the most non-traversable terrain imaginable for a singleplayer world
Does this work with Terrain Slabs?
I have not tested it it might but if it touches the heightmap at all it might not work
From what I have tested it works without issues.
giving this a follow. very excited to see what you can do.
This mod name is very similar to Stratum
Maybe add something to the title make it a bit more obvious this isnt related to it?
Oh i didnt notice ill think of something
Oooo. How compatible would this be with Watersheds?
Also, is it possible to make it, uh, somewhat smooth the results out to make it generate flat plains too?
Watershed is incompatible sadly i will see on making it work tho
smoothing is probalby doable but not a priority right now
Thank you!!