Mods / Terrain Slabs

Tags: #QoL #Worldgen
Author: BeloMaximka
Side: Both
Created: Oct 26th 2025 at 8:44 PM
Last modified: 6 days ago
Downloads: 8436
Follow Unfollow 477

Recommended download (for Vintage Story 1.21.0 - 1.21.6):
terrainslabs_1.0.9.zip  1-click install


Requires PlaceOnSlabs mod

Never again shall we have to jump around like monkeys just to walk places

Description

This mod adds an additional pass in world generation which smoothes terrain by replacing edge blocks with slab variants. Simple as that.

This mod uses PlaceOnSlabs mod, you can place some stuff on slabs and they will be offset, so you don't have to stare at floating grass.

Slabs drop regular blocks, so your inventory space won't suffer. You can craft slabs for your landforming desires.

Generated structures and story locations are unaffected by this mod to avoid any potential issues

Configuration

You can choose generation mode:

  • Column. Default mode. Scans the whole chunk column starting from the surface in order to affect caves. Can be set using /ts g s Column . Can be manually triggered using /ts s c 500  or reverted using /ts us c 500
  • Surface. Uses height map to replace blocks. A lot faster than Column, but no caves. Can be set using /ts g s Surface. Can be manually triggered using /ts s s 500  or reverted using /ts us s 500
  • None. Disables smoothing. Can be set using /ts g s None 

 

I won't add support to ConfigLib until it authors fix its memory leaks. I don't have time to fix them myself right now.

Compatibility

Should be compatible with most mods that affect world generation (like BetterRuins, Terra Prety, VanillaPlus Worldgen etc)

Should be compatible with all mods that add vegetation (Wildgrass, Floral Zones, Wildcraft etc)

Can be incompatible with mods that interact with surface blocks (like Trail Mod)

Compatibility list

Existing saves

The changes are revertable, so you can try this mod in your existing worlds. I would still recommend to backup your world, though.

If you want to smooth your existing chunks, run this command: /ts s c 500 (range is adjustable). It will update only loaded chunks nearby, so you might want to repeat this command for far/unloaded chunks. I haven't implemented a way to fully smooth your whole world at once.

If you want to remove this mod midsave:

1) Disable world generation pass by running this command /ts g s None

2) Run /ts us c 500 to unsmooth your terrain (ew)

FAQ

  • Do slabs work with instability?
    Yes, and with cave ins as well. They have the same attributes as full blocks and converted to blocks when they fall to prevent jittering (try dropping a sand block on wooden slab to get the idea). 
  • I don't like the dirt gap on grassy blocks
    Here.

Known issues

  • Bamboo and redwood don't replace the slabs underneath them with full blocks when they grow from a sapling
  • Connected textures don't work for slabs when using Conquest VS Edition. This applies to all slabs in game actually and requries a harmony patch to the game engine (I will fix this someday)

Thanks to

Bug hunters:

  • Limbobinho
  • DatVegan
  • Damonicus1986
  • DecaByte
  • HanleyS
  • EduardoTV
  • MrFastZombie
  • Cajunvoodoo
  • BunnyOfEpicness
  • AndyMask
  • JustaKobold
  • Clam
  • TheInsanityGod

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.9 terrainslabs
1.21.0 - 1.21.6
1073 6 days ago terrainslabs_1.0.9.zip 1-click install

- fixed a crash on collecting snow from a snow slab

1.0.8 terrainslabs
1.21.0 - 1.21.6
2073 Dec 29th 2025 at 4:06 AM terrainslabs_1.0.8.zip 1-click install
  • Terrain is now unaffected inside generated structures
  • Fixed pan patching issue with BetterRuins
  • Fixed issues with lake ice with terrain slabs inside
  • Explicitly set fallSound for rock slabs to potentially fix crashes
  • Fixed the issue with decor offset
  • Changed shapeless recipes to shaped
  • Fixed horizontal attachable blocks above slabs like torches and toolracks
  • Moved all offset logic to the PlaceOnSlabs mod
1.0.7 terrainslabs
1.21.0 - 1.21.6-rc.1
1771 Dec 5th 2025 at 3:10 AM terrainslabs_1.0.7.zip 1-click install

- Fixed panning terrain slabs

1.0.6 terrainslabs
1.21.0 - 1.21.6-rc.1
584 Nov 29th 2025 at 11:18 PM terrainslabs_1.0.6.zip 1-click install

Improved compatibility with Under Tangled Boughs

1.0.5 terrainslabs
1.21.0 - 1.21.5
1103 Nov 16th 2025 at 11:29 PM terrainslabs_1.0.5.zip 1-click install

Fix: added remaps for Geology Additions

1.0.4 terrainslabs
1.21.0 - 1.21.5
340 Nov 15th 2025 at 1:52 PM terrainslabs_1.0.4.zip 1-click install

Changed block codes to improve compatibility with other mods. No need to update unless you want to use TerrainSlabs & TrailMod compatibility patch 

1.0.3 terrainslabs
1.21.0 - 1.21.5
553 Nov 9th 2025 at 10:29 AM terrainslabs_1.0.3.zip 1-click install
  • Fix: selection detection on slabs now works as expected. Finally!
  • Fix: added clutter, fences, palisades, narrow logs and block segments (like cactus) to blacklist.
  • Fix: saplings now replace slab underneath when growing into a tree. Although there's an issue with bamboo and redwood which will be fixed later.
  • Added compatibility with Catch Ledge because I can
  • Blacklist now should automatically apply to other mods as well
  • Removed live reload for blacklist because it was a headache to support. Restart your world instead
  • Removed Y buffer in world generator so generated structures are less affected (Should fix treasure hunter in particular)
1.0.2 terrainslabs
1.21.0 - 1.21.5
305 Nov 6th 2025 at 8:47 PM terrainslabs_1.0.2.zip 1-click install

No new features and bugfixes. Changed game dependency version because this mod seems to be compatible with all 1.21.0+ versions

1.0.1 terrainslabs 178 Nov 6th 2025 at 4:29 AM terrainslabs_1.0.1.zip 1-click install

- Removed lang files and instead slab names are retrieved from full blocks. Nothing noticable, but should improve compatibility with other mods like Geology Additions

1.0.0 terrainslabs 58 Nov 6th 2025 at 3:13 AM terrainslabs_1.0.0.zip 1-click install

- Removed ConfigLib support
- Added support for knapping and clayforming on slabs
- Added support for animatables (like chests and vessels)
- Added support for anvils, forges, firepits etc
- Added config versioning
- Added compatibility with Under Tangled Boughs
- Added multipart blocks to blacklist (like beds)
- Fixed squashed soil textures
- Fixed water ontop of slabs
- Fixed particles for offset blocks
- Fixed floating snow layer on slab in survival
- Fixed decors for slabs, this should also speed up generation pass a bit

0.1.1 terrainslabs 279 Oct 30th 2025 at 8:21 PM terrainslabs_0.1.1.zip 1-click install

- Fixed sideways instability in /ts s c, /ts s s, /ts us s, /ts us c commands

- Fixed blocks with BlockEntity loosing data when falling on slabs

0.1.0 terrainslabs 119 Oct 29th 2025 at 4:20 PM Empty terrainslabs_0.1.0.zip 1-click install

157 Comments (oldest first | newest first)

Dusktracer, Jan 5th at 5:25 PM

BeloMaximka Ah fair. I'll test that and see. The issue I had was post update the world was full of white question mark boxes instead of the slab terrain. I'll try updating both together and see how it works.

BeloMaximka , Jan 5th at 2:29 PM

Dusktracer TerrainsSlabs probably stopped working because you didn't install PlaceOnSlabs, which is now a required dependency. I guess Vintage Story doesn't handle such things automatically, sorry for the inconvenience

Dusktracer, Jan 5th at 10:52 AM

Didn't realize going from 1.0.7 -> 1.0.8 will break my world. All the slabs that were generated became invalid without any remapping options. Quite unfortunate. Will have to stay on 1.0.7 for the foreseeable future. Is there any possibility of doing a remap between changes like this in the future?

TrashHatt, Jan 4th at 10:40 AM

such a good mod and its great that it works with instability but man it makes soil instability waaay more brutal
because of where it adds slabs you end up with 2.5 block high dirt ledges everywhere and the ground is just constantly collapsing under you

its rather comical

BeloMaximka , Jan 1st at 3:35 PM
BeloMaximka , Dec 31st 2025 at 6:32 PM

SPQRattus good point lol, I need to stop using pride versioning :)

BeloMaximka , Dec 31st 2025 at 6:26 PM

DeeTales this and jaggy movement when moving uphill is bogging me as well. I'll see if I can improve it

JustaKobold half the side of a square in blocks centered at the player position, if I remember correctly. So 500 blocks in every direction from the player

JustaKobold, Dec 31st 2025 at 4:28 PM

what does the 500 represent in the unsmoothing command? is it chunks or blocks?

DeeTales, Dec 31st 2025 at 4:04 PM

Maybe submerged slabs could apply half the usual wading movement penalty?  (versus being half-underwater as usual)

image

DeeTales, Dec 29th 2025 at 3:20 PM

BeloMaximka

I got used to the crafting pattern behavior after a little while, so I wouldn't worry about that.

 

If you could make a side-mod that enables packed earth and rammed earth slabs, that would be amazing for building more natural looking earthen structures in worlds with this enabled.

SPQRattus, Dec 29th 2025 at 11:20 AM

The software dev in me wants removal of features to be a major version change, but I very much welcome this division.

BeloMaximka , Dec 29th 2025 at 5:36 AM

DecaByte I've updated the trail mod patch. If you use it, please let me know of any issues

DecaByte, Dec 29th 2025 at 4:47 AM

I install the PlaceOnSlabs mod & now it say it's fine. I dunno, maybe it needed a refresh.

BeloMaximka , Dec 29th 2025 at 4:43 AM

Oh right, I always forget about the trailmod

Compatibility patch is a separate thing, I will update it as well

DecaByte, Dec 29th 2025 at 4:41 AM

Is the patch for trailmod included with this update? Cause the game is saying that the tailmod patch doesnt work with 1.0.8 update.

BeloMaximka , Dec 29th 2025 at 4:36 AM

DecaByte yes, PlaceOnSlab is a required dependency now.

TerrainSlabs will be responsible solely for world generation, all hacky stuff for offsets will be handled by PlaceOnSlab. Everything should work the same way.

I've managed to apply offest logic to all slabs and I thought it deserves a separate mod. Also there's so much code just for this feature, it will be easier to manage it that way (I hope :) )

 

Algernon thanks =)

Algernon, Dec 29th 2025 at 4:26 AM

Been playing modded for 5 years, this is the best mod in the game

DecaByte, Dec 29th 2025 at 4:25 AM

BeloMaximka

"Moved all offset logic to the PlaceOnSlabs mod"
Does this mean TerrainSlabs will no longer offset objects on its own? Do we need to download PlaceOnSlabs for this to work like it did before?

BeloMaximka , Dec 28th 2025 at 7:56 AM

DeeTales I have some success applying placement behavior on other slabs, I think I can make them as separate mods

Regarding the recipe, it's a strange, but expected behavior of a shapeless recipe. It will give you 4 slabs and 1 full block. I think I need to change it to a shaped recipe to avoid confusion...

DeeTales, Dec 27th 2025 at 7:25 PM

Could you perhaps give us craftable Packed Dirt and Rammed Earth slabs with this running?

 

Also, is this the expected recipe and yield? Six terrain blocks yields two slabs?

image

Gloo, Dec 24th 2025 at 4:15 AM (modified Dec 24th 2025 at 1:51 PM)

Yo, WHAT. This looks crazy! I am 100% going to have to try this out soon.
The slab terrain is already impressive, but the fact you got items to be PLACEABLE on slabs as well!? Thats something I've wanted in pretty much every block game ever, but I think this is the first time I've ever actually seen it done! Outstanding job!

Update: I tried it out a little last night... I need this mod to be vanilla asap! It works REALLY well, and makes navigating the world feel so much smoother, and far more unique than any other block game!
So far, the only issues I have noticed is that trees sometimes spawn floating, and it can be anoying to climb out of holes by placing blocks, since you can't place them on half slabs, or jumps are always a half block too high. However, I know there is someone making a mod that lets you combine different slab types, so there could potentially be a future where these two mods work in tandom, where when you place a block on a half slab, instead of floating, or blocking placement, it combines with the existing slab to make one full mixed block. If not, Salty's Ledge Catch Mod could help reduce getting stuck.
Either way, this is now a perminant addition to my mod list! Thank you for making this!

JustaKobold, Dec 24th 2025 at 12:19 AM

I cant post a pic of it cause size limits i guess, but bushes that grow two tall planted on slabs have a gap between their parts.

CreativeRealms, Dec 22nd 2025 at 12:02 PM

Due to poular demand, Conquest is now compatible with Terrain Slabs.

Vynk, Dec 19th 2025 at 6:52 PM

I'm getting crashes from falling blocks, i originally thought it was from some mods i've got that affect falling blocks, but i just noticed a crash the moment a terrain slab tried to fall.
there aren't any logs generated from this crash, so i can't exactly say with 100% certainty if it is from this mod.. (i'm still trying to figure out the source)

BeloMaximka , Dec 17th 2025 at 4:18 PM

AndyMask I have an idea how to fix issues with generated structures completely and will try it in a couple of days. I hope it won't break other things

Bone_D question mark blocks is likely caused by another mod (betterruins?)

Stern im current implementation it is not trivial. I don't think it is worth the effort at the moment

cafeoh thanks :)

Stern, Dec 16th 2025 at 9:56 AM

Is it possible to have the slabs formed not as one slab directly adjacent to a rise, and instead form using the terrain shape function? I.e: Current: ____||||| -> ____-|||||; proposed: ____||||| -> __----||||

_ is block bellow, - is slab, | is full block

cafeoh, Dec 15th 2025 at 11:07 PM

Incredible mod!

I'm not the biggest fan of mods that allow you to step up blocks and such because AI still struggles to jump 1-high block, giving you a significant advantage. This mod however feels like the best in terms of exploration QoL, immersion and balance. I haven't yet encountered any of the issues other players have with prefab structures, but regardless this mod *just works* the way you'd want it to.

Congrats to the dev and contributors! ❤️

 

Bone_D, Dec 12th 2025 at 11:03 PM

Have to agree with andy. Also had questionmark blocks around ruins (pretty sure from better ruins) that crash the game when clicked on. Otherwise amazing work!!!

AndyMask, Dec 11th 2025 at 5:52 AM

Smoothing destroys the relief of story locations. For example, in the tunnel of The lazaret filled with a stream of water, it is impossible to climb to the top. Or in Tobias's cave, the inner grotto is flattened, which makes its pier and steps look not very good.

Is it possible with an additional generation pass that smooths out the blocks to add an exception in those areas that land claiming story location?

HeadPilgrim, Dec 4th 2025 at 5:06 PM

Can't believe this mod isn't more popular. It's really top notch! Slabs make such a great impact on terrain!

BeloMaximka , Dec 4th 2025 at 4:29 AM

Stern thanks :)

The smoothing is applied only to new chunks, you probably visited existing chunks, you need to manually smooth them via commands

Stern, Dec 4th 2025 at 1:01 AM

not sure why, but in new terrain on old saves, the soothing is not happening automatically. Works fine on new saves, and i have set /genmode set Column, so not sure what i am doing wrong.

Stern, Dec 4th 2025 at 12:35 AM (modified Dec 4th 2025 at 12:36 AM)

(Apolagies for any profanity/offence)

Jesus fing christ this is amazing work! The smoothing command works flawlwessly on old saves and i have only seen one bug where a slab 1.5 m bellow water causes artifacts on the map. Seriously, is there anywhere i can donate or smt this is amazing(found the kofi). In short: it works out of the box, with very good quality and very few bugs, and looks and plays amazing.

osayra, Dec 3rd 2025 at 7:18 PM

I am in awe at how good this is, it makes the world so beautiful it's truly incredible 

Gabriel_Vk, Nov 30th 2025 at 1:52 AM

now that i tested again with only terrain slabs the particles worked correctly, later i will try to find which mod caused that

BeloMaximka , Nov 29th 2025 at 10:48 PM

Gabriel_Vk what version are you running? Particles work fine in my world

Gabriel_Vk, Nov 27th 2025 at 3:41 PM (modified Nov 27th 2025 at 3:43 PM)

Im impressed by this mod, i did not expect to be able to place things in the slabs at all, it's a must have mod for me

only thing that bothered me is torch particles when placed in a slab

Torch image

It would be nice if I were able to place a torch where im aiming at but at that point i'd be asking for too much lol

BeloMaximka , Nov 27th 2025 at 2:24 AM

Farbott MrFastZombie Axebeard thanks for your reports. I will take a look at them a little bit later

Farbott, Nov 26th 2025 at 11:12 AM

I am incredibly sorry for taking so long to get back but the only one left that i could think of that edited how soil functioned that might of fucked with this that I JUST found out was dana tweaks having a tweak that made all soil unstable, that might be the root of the evil thats given me a headache for weeks and also unfortuantely took this peak away from my world

MrFastZombie, Nov 26th 2025 at 4:14 AM (modified Nov 26th 2025 at 4:14 AM)

If using WIldcraft Trees and Shrubs with Under Tangled Boughs, you get gaps in the the wildcraft trees. I think it's because the UTB styled stumps that are added for Wildcraft trees are part of the Wildcraft Trees and Shrubs mod so they need to be added to the blacklist.

 "wildcrafttree:utbtreestump-*" seems to do the trick, should probably be a default blacklist item.

Axebeard, Nov 25th 2025 at 5:16 PM

I don't believe the slabs respect the terrain instability features - I've had a few cave-ins where ALL of the dirt/sand above me crashed down, but there were still several slabs floating.

BeloMaximka , Nov 25th 2025 at 10:10 AM

I'm glad that you're enjoing it :)


BobEdJones 
1. I was thinking about adding slab farm tiles but it is surprisingly complex to implement them without introducing new bugs and weird behaviors. The main issue is that slab can be waterlogged and crops are technically block above the slab. It is doable though, and could add some interesting interactions like rice paddies but overwall it is more suitable for a separate mod

2. I have Quality of Bulding that has a similar funtionality as Pack Your Shovel and will support terrain slabs in the next update

3. That's a good one. I will keep it in mind if I decide to improve player movement on slab (because I don't like it currently, feels to jagged)

 

Dekoser instability become very complicated when slabs are involved :( Maybe I'll think of a better implementation in the future

Dekoser, Nov 24th 2025 at 11:19 PM

Man, this mod really slabs, as you said.

Running aournd really is more fun with it. And looks nice too.

Like there is no reason why the it allways have to be cubes in these cube games x)

Only the instability cascades can be bit jawrring now as then its only all blocks again ~ but can mititgate that with the 'soil must fall' mod

BobEdJones, Nov 24th 2025 at 2:38 PM

This mod is sooooo, good! But may I make three suggestions?

  1. Please let me till half slabs and plant on them!
  2. Half slabs of most other craftable soils would be awesome! Compatibility with Pack Your Shovel would be nice, but not your job.
  3. Being 1/4 to 3/4s blocks deep in water should only slow you half as much, just a little immersion thing.
Excelsiorr, Nov 21st 2025 at 7:02 PM

This is the best mod ever made for this game

BeloMaximka , Nov 19th 2025 at 12:50 PM

MegaBroBuster thanks for the warm words, they boost my mood and motivation a lot :)

If only I had more free time for modding...

 

MegaBroBuster, Nov 19th 2025 at 12:39 PM

This has to be one of the best modding efforts ive seen in a while. The fact that it affects the whole world, depth wise, and its ease of implementation alongside it being mid-save-delete safe is just. Damn. Im not saying other mods are bad or anything, just that this one affects one of the core core mechanics of VS, movement, and how you travel in the world. And it does it well.

Simply put, love this mod.

BeloMaximka , Nov 19th 2025 at 12:02 PM

@XyrVexus I didn't quite get what you mean :(

XyrVexus, Nov 18th 2025 at 6:08 PM (modified Nov 18th 2025 at 6:10 PM)

It would be really nice for this mod's directory name to be TerrainSlabs or something that made it obvious at a glance what mod it contains

Jasper_Steele, Nov 17th 2025 at 10:27 PM

Thank you very much, that fixed it <3 love this mod so much

BeloMaximka , Nov 17th 2025 at 12:40 AM

Jasper_Steele update to 1.0.5 and run
/fixmapping doremap terrainslabs:v1.0.3

/fixmapping doremap terrainslabs:v1.0.4

 

And restart the world

BeloMaximka , Nov 17th 2025 at 12:29 AM

Aksyl glad you're enjoing the mod ;)
I will try to add offset support for other slabs later, for now you can help by recommending this mod to others and reporting bugs

Jasper_Steele, Nov 17th 2025 at 12:27 AM

BeloMaximkait seems i either missed it or accidently selected no, as i cant find the popup again and doing /fixmapping applyall doesnt do anything. do you by chance know the command to specifically fix the slabs or did i do a big oopsies :\

Aksyl, Nov 16th 2025 at 11:58 PM

sign my petition to make offset native to the game.

 

I'm too lazy to start said petition, but I'll suggest it on the discord.

BeloMaximka , Nov 16th 2025 at 11:33 PM

Vanra Chailles Thallassa Geology Additions should be fixed in 1.0.5. Please do not ignore the remap dialog

BeloMaximka , Nov 16th 2025 at 10:57 PM

Vanra hi, did you get a remap dialog when joining the world after update?

Vanra, Nov 16th 2025 at 3:15 PM

Just logged after week of not playing - and upadting game, and almost all slabs are ? mark blocks 😭

Chailles, Nov 16th 2025 at 3:01 PM

It looks like the remap doesn't seem to include blocks from Geology Additions or at least, it doesn't include Mudstone, from what I've seen in my world.

BeloMaximka , Nov 16th 2025 at 8:56 AM (modified Nov 16th 2025 at 8:57 AM)

Jasper_Steele there should be a dialog popup that remaps block codes and fixes the issue

Jasper_Steele, Nov 16th 2025 at 4:35 AM

hey as a heads up updating from the last version (1.0.3) to the current version (1.0.4) turns all previous terrain slabs into questionmark blocks BeloMaximka

BeloMaximka , Nov 14th 2025 at 4:27 PM

Farbott could you please share the list of mods you're using, as well as client logs (client-crash, client-...)?

Farbott, Nov 14th 2025 at 8:13 AM

Unsure what could be causing it but the slopes are unfortunately causing CTD's for me and my friends when soil instability makes the dirt shift, which was super strange because it only started after 10 days in with the wonderful mod and now its done it ever since (including fresh worlds the moment anything shifts to destabilize a slab), even with all my terrain modifying mods and betterruins disabled, this one lead back to being the source and im out of ideas. Dana's tweaks or something?

BeloMaximka , Nov 9th 2025 at 8:45 PM

DatVegan technical limitation for now :)

Updated FAQ with more info

DatVegan, Nov 9th 2025 at 8:27 PM

Quick question, I noticed during some creative building that wooden slabs of planks do not have the ability to hold storage of chests or item piles like terrain slabs do. Is it intentional or a little oversight?

Mutt377, Nov 9th 2025 at 7:42 PM

BeloMaximka you know what, I drew a blank. You're absolutely right, and there they are! Thanks!

BeloMaximka , Nov 9th 2025 at 7:27 PM

Mutt377 slabs drop soil without grass (like full blocks do), an recipes are made only for "grassless" variants because you can't obtain grassy blocks in survival

EduardoTV, Nov 9th 2025 at 5:08 PM

BeloMaximka Asked for the patch 👍

Mutt377, Nov 9th 2025 at 4:51 PM

Absolutely love this mod! It just makes things so much better when traversing through the world. It also just looks really good when using with Vanilla+ WG. Definitely staying in my permanent mod list. Well done! 😄

I dunno if it's just me, but I am unable to craft the slabs added. I can see them in the handbook, but no recipes for them. I'm assuming we should be able to craft these? (I've just been converting via Creative so not end of the world right now.)

Kultan, Nov 9th 2025 at 2:47 PM

This is an incredible mod.  No more continual hopping just to get up a slope!  Absolute bliss.  😁

Tels, Nov 9th 2025 at 11:34 AM

This should be in the basegame ❤️ ✨

BeloMaximka , Nov 9th 2025 at 10:49 AM

HanleyS thanks for your report. The issue with logs should be fixed in the latest version, though existing palms and similar trees will float on slabs, this can be fixed via commands (revert and rerun smoother again so slabs are placed appropriately)

I also made a small fix for saplings, though bamboo and redwood still can potentially float on slabs. I will fix it later because it requires more time that I have for today

 

Enjoy :)

HanleyS, Nov 9th 2025 at 6:53 AM (modified Nov 9th 2025 at 7:00 AM)

BeloMaximka I did some further exploring, and the floral zone coconut palm log suffers the same issue, leaving a gap between the base log and the log above. When encountering brown bamboo, it doesn't seem to generate on terrain slabs, which is great. However, their bamboo shoots do, which means I don't know what happens if they grow fully, if it looks weird or not. Surprisingly, though, the 'tree heather' works fine on terrain slabs as well as the mangrove apple foliage and sugar cane!

 

These should all be from the Floral Zones: East Asiatic Region mod, but it's worth checking some of the thinner trees, bamboos, and mangroves of some other floral zone mods, such as the Cosmopolitan Region, Caribbean Region & Neozeylandic Region.

 

BeloMaximka , Nov 8th 2025 at 11:32 PM

EduardoTV FairyWren works fine, Conquest VS requires a compatibility patch. I can see that usually they maintain them, could you please ask them to add a compatibility patch for Terrain Slabs as well?

EduardoTV, Nov 8th 2025 at 9:16 PM

@BeloMaximka FairyWren and Conquest VS

BeloMaximka , Nov 8th 2025 at 8:22 PM (modified Nov 8th 2025 at 8:23 PM)

EduardoTV what texturepack do you mean? This one seems to be working fine

EduardoTV, Nov 8th 2025 at 7:11 PM (modified Nov 8th 2025 at 7:14 PM)

Textures of slabs do not change from vanilla when used with a texturepack, mainly rock.

BeloMaximka , Nov 8th 2025 at 1:36 PM

HanleyS hi, thanks for the report. This can be fixed via blacklisting, I'll add them in the next update.

Maybe there is a way to automatically detect those blocks, I need to check...

HanleyS, Nov 8th 2025 at 9:08 AM (modified Nov 8th 2025 at 9:19 AM)

All (Floral Zone) Windmill Palm Trees that appear on terrain slabs have a gap between the base log and the log above. Easy to find in hot starting climates using the  Floral Zones: East Asiatic Region mod. I haven't spent enough time checking other trees, but I figure the same could happen to bamboo-related trees and other thin log trees. A fix might come from blacklisting those trees from spawning on terrain slabs. I also noticed the palisades surrounding one of the trader structures had gaps similar to the trees I just mentioned, and the banners surrounding the structure were split. Not sure what could be done about that, maybe making all structures spawn only using vanilla terrain? Regardless, the mod is great so far, keep up the good work!

BeloMaximka , Nov 7th 2025 at 6:37 AM

Vanra oh, totally forgot about them. I think they will be blacklisted for now, because fixing them and other similar blocks is not an easy task

BeloMaximka , Nov 7th 2025 at 6:13 AM

ZeroAresIV should be fixed in the latest versions

ZeroAresIV, Nov 6th 2025 at 10:57 PM

BeloMaximka im mostly refering to the fact that when a grassy block generates on a hill it looks off. Not to mention when blocks like forest floor or Clay in Soil it squishes the texture as opposed to just getting half of the block texture. Essentially causing mixels and looking very off.

RahRabbit, Nov 6th 2025 at 10:12 PM

BeloMaximka, Vanra : Thank you very much!

Vanra, Nov 6th 2025 at 9:46 PM (modified Nov 6th 2025 at 9:47 PM)

 

There is an isse with fences on slabs. Initially fence you can post on slab BUT any further will disconnect looking for full block.

Spoiler!
image

 

Vanra, Nov 6th 2025 at 8:40 PM

RahRabbit Majority of mods compatible with 1.21.0 will work without any issues with 1.21.5 - majority. Advice getting https://mods.vintagestory.at/vslauncher make second instance of game with 1.21.5 coppy mods via folders %appdata% and do quick test. Im running 1.2.5 with 20(?) mods that are set to 1.21.0 without any issues (and 150 others including some from 1.20.x)

BeloMaximka , Nov 6th 2025 at 8:38 PM

Hm, turns out it is compatible with 1.21.0+...
Let me bump the version

RahRabbit, Nov 6th 2025 at 7:51 PM

Hello. I'm new to VS, so I'm not sure if this kind of query is disallowed: is there a chance of making this mod compatible with 1.21.0?

I've using several mods that won't reach 1.21.5. (or even 1.21.1 for that matter). Being able to just walk around sound like such a wonderful idea...

TheRealFlynn, Nov 6th 2025 at 7:34 PM (modified Nov 6th 2025 at 7:34 PM)

Hearing good things about this mod. Like someone else said, I'm letting it cook for a little bit but am very, very interested.

BeloMaximka , Nov 6th 2025 at 5:57 PM

cadavr yeah selection has some problems and I will try to fix it in the near future

cadavr, Nov 6th 2025 at 5:36 PM (modified Nov 6th 2025 at 5:37 PM)

As a casual player, I've been playing for a few hours and a couple different map generations. This works pretty solid and has improved my experience quite a bit! If there's anything to point out is that grass and low height objects like stone, bowls, etc are sometimes hard to target at certain angles (like theres a deadspot while trying to target something thats on a slab unless you are directly above it). This isnt too much of a problem unless I'm trying to cut grass that's going up a hill effeciently or something but I thought I would point it out for finetuning. The instability + this mod makes collapses more immersive for some reason. I'm also playing with lots of other mods as well including Terra Prety and other worldgen mods with this working just fine. Again I'm not a hardcore player of the game, but this is pretty darn solid to add some granularity to the world.

Potato_Spud, Nov 6th 2025 at 1:41 PM

1 step closer to better than wolves.

Wandour, Nov 6th 2025 at 12:18 PM

no way, this is awesome wow

BeloMaximka , Nov 6th 2025 at 9:41 AM

yes, dirt/sand/gravel instability is supported, cave ins as well

AgentOfChaos, Nov 6th 2025 at 9:24 AM

will the dirt slabs be affected by gravity if dirt instability is on?

 

Roidgy, Nov 6th 2025 at 6:59 AM

For what it's worth, I'm very interested in this mod, I just like to wait a while on new mods to give them some time to cook so I don't have to download a new update every day.
And this mod seems like it would be really complicated and important to iron out, so I'm planning on waiting an extra long time unless I know it's pretty much ready.

BeloMaximka , Nov 6th 2025 at 6:38 AM

ZeroAresIV you mean the small dirt gap?

ZeroAresIV, Nov 6th 2025 at 6:24 AM

sadly makes grassy blocks look weird as it doesnt spread below, 

BeloMaximka , Nov 6th 2025 at 4:35 AM (modified Nov 6th 2025 at 4:36 AM)

And another one lol

This is the last one I promise, at least for today :)

Wanted to just fix some minor stuff and completed the whole backlog instead

 

Now I need to spread some slaboganda to see if this a coverage thing or this mod is really just for a small group of madlads

 

Ty all for testing and feeback! Place your chests, cook your food and knap your tools on slabs and let me know of any new issues)

DecaByte, Nov 6th 2025 at 4:21 AM

An update already?! Wow this mod is moving faster then I thought it would! Keep up the great work!

Limbobinho, Nov 6th 2025 at 12:06 AM

Great, but hurry up because I need to open a server lol
Just kidding, take your time.

BeloMaximka , Nov 5th 2025 at 11:08 PM

Limbobinho ok, found the issue. Thanks for your report! Some issues with vanilla rendering, will be fixed in the next mod update

DW55, Nov 5th 2025 at 5:39 PM

I was messing with conquest landform and making some worlds, when I added this mod it made generation and chunk loading so much faster and smoother. I have no clue why, but cool mod!

Limbobinho, Nov 5th 2025 at 4:25 PM

Sorry for the delay, here's the video and the log with the mods.
https://drive.google.com/file/d/1ilLIi_uZiRQ4DhNK3f3cktn-NPv35Kmi/view?usp=sharing

Spoiler

- [adminslap](https://mods.vintagestory.at/show/mod/31668)


- [Adventurer's Walking Stick](https://mods.vintagestory.at/show/mod/34545)


- [American Frontiersman: Western Wear](https://mods.vintagestory.at/show/mod/19203)


- [Animal cages](https://mods.vintagestory.at/show/mod/1194)


- [Arctic Survival](https://mods.vintagestory.at/show/mod/29444)


- [Attribute Rendering Library](https://mods.vintagestory.at/show/mod/26831)


- [Auto config lib](https://mods.vintagestory.at/show/mod/17281)


- [Billposting](https://mods.vintagestory.at/show/mod/24975)


- [BloodTrail](https://mods.vintagestory.at/show/mod/30331)


- [Bullseye](https://mods.vintagestory.at/show/mod/1269)


- [Butchering](https://mods.vintagestory.at/show/mod/7966)


- [Carry On](https://mods.vintagestory.at/show/mod/4405)


- [Cave Symphony](https://mods.vintagestory.at/show/mod/24686)


- [Chisel Tools Lite](https://mods.vintagestory.at/show/mod/25190)


- [Chiseled Block Retention](https://mods.vintagestory.at/show/mod/25673)


- [Chisel Wiz - Powerful chisel shortcuts](https://mods.vintagestory.at/show/mod/29194)


- [Classes Removed](https://mods.vintagestory.at/show/mod/34775)


- [Click to Pick](https://mods.vintagestory.at/show/mod/14684)


- [Click Up Torches](https://mods.vintagestory.at/show/mod/14611)


- [CommonLib](https://mods.vintagestory.at/show/mod/5457)


- [Config lib](https://mods.vintagestory.at/show/mod/9551)


- [configureStructures](https://mods.vintagestory.at/show/mod/5800)


- [Craftable Cartography](https://mods.vintagestory.at/show/mod/17472)


- [Darce's Drifters Redone](https://mods.vintagestory.at/show/mod/25180)


- [Dressmakers](https://mods.vintagestory.at/show/mod/12621)


- [Electrical Progressive: Basics](https://mods.vintagestory.at/show/mod/21787)


- [Electrical Progressive: Core](https://mods.vintagestory.at/show/mod/21786)


- [Electrical Progressive: QoL](https://mods.vintagestory.at/show/mod/21788)


- [Eternal Storm](https://mods.vintagestory.at/show/mod/28461)


- [Expanded Matter](https://mods.vintagestory.at/show/mod/2086)


- [FoodShelves](https://mods.vintagestory.at/show/mod/13865)


- [Footprints](https://mods.vintagestory.at/show/mod/33245)


- [Fauna of the Stone Age: Capreolinae](https://mods.vintagestory.at/show/mod/6597)


- [Fauna of the Stone Age: Pantherinae](https://mods.vintagestory.at/show/mod/5788)


- [From Golden Combs](https://mods.vintagestory.at/show/mod/1373)


- [Fruit in troughs](https://mods.vintagestory.at/show/mod/34640)


- [Fueled Wearable Light](https://mods.vintagestory.at/show/mod/27875)


- [GreenhouseBuff](https://mods.vintagestory.at/show/mod/13294)


- [HealOthers](https://mods.vintagestory.at/show/mod/25768)


- [Heraldry](https://mods.vintagestory.at/show/mod/29070)


- [Heraldry : Banners](https://mods.vintagestory.at/show/mod/30742)


- [HidePlayerInfo](https://mods.vintagestory.at/show/mod/26680)


- [Harper's Immersive Tools](https://mods.vintagestory.at/show/mod/30719)


- [Spinning Wheel](https://mods.vintagestory.at/show/mod/34327)


- [Humans](https://mods.vintagestory.at/show/mod/30542)


- [Immersive Lanterns](https://mods.vintagestory.at/show/mod/30235)


- [Level UP](https://mods.vintagestory.at/show/mod/11856)


- [Logical Clothing Warmth](https://mods.vintagestory.at/show/mod/19853)


- [Crossbows](https://mods.vintagestory.at/show/mod/8613)


- [Firearms](https://mods.vintagestory.at/show/mod/7497)


- [Mannequin Stand](https://mods.vintagestory.at/show/mod/5532)


- [Manual Quenching](https://mods.vintagestory.at/show/mod/16075)


- [Manual Scraping](https://mods.vintagestory.at/show/mod/15056)


- [Material Needs](https://mods.vintagestory.at/show/mod/32360)


- [Monster Spawn Nerfs](https://mods.vintagestory.at/show/mod/31920)


- [Natural Fertilizer](https://mods.vintagestory.at/show/mod/32000)


- [NoFoodHealing](https://mods.vintagestory.at/show/mod/25500)


- [No offline food spoil](https://mods.vintagestory.at/show/mod/8523)


- [Overhaul Library](https://mods.vintagestory.at/show/mod/22381)


- [PipeLeaf](https://mods.vintagestory.at/show/mod/8322)


- [PlayerList](https://mods.vintagestory.at/show/mod/7477)


- [Player Model Library](https://mods.vintagestory.at/show/mod/23112)


- [Primitive Survival](https://mods.vintagestory.at/show/mod/1238)


- [PurposefulStorage](https://mods.vintagestory.at/show/mod/25347)


- [RP Voice Chat](https://mods.vintagestory.at/show/mod/7177)


- [Rubberbandaid](https://mods.vintagestory.at/show/mod/28325)


- [Scaffolding](https://mods.vintagestory.at/show/mod/27339)


- [Shelf Obsessed](https://mods.vintagestory.at/show/mod/25512)


- [SmithingPlus](https://mods.vintagestory.at/show/mod/15312)


- [Snow Caps](https://mods.vintagestory.at/show/mod/22820)


- [sonitodynamictraits](https://mods.vintagestory.at/show/mod/31848)


- [Sonito's fear the fire](https://mods.vintagestory.at/show/mod/30582)


- [Stone Quarry](https://mods.vintagestory.at/show/mod/1592)


- [Substrate](https://mods.vintagestory.at/show/mod/21814)


- [Tabletop Games](https://mods.vintagestory.at/show/mod/4342)


- [Tailor's Delight](https://mods.vintagestory.at/show/mod/8600)


- [Tankards, Goblets and More!](https://mods.vintagestory.at/show/mod/23091)


- [Temporal Symphony](https://mods.vintagestory.at/show/mod/24868)


- [Terrain Slabs](https://mods.vintagestory.at/show/mod/34025)


- [Terra Prety: Coastlines & Continents](https://mods.vintagestory.at/show/mod/13620)


- [The BASICs](https://mods.vintagestory.at/show/mod/2999)


- [Thievery](https://mods.vintagestory.at/show/mod/17351)


- [Toolsmith](https://mods.vintagestory.at/show/mod/22096)


- [TranslocatorRelocator](https://mods.vintagestory.at/show/mod/22557)


- [Unconscious](https://mods.vintagestory.at/show/mod/15820)


- [Vinconomy](https://mods.vintagestory.at/show/mod/8379)


- [Visible Bags](https://mods.vintagestory.at/show/mod/34456)


- [Discord Rich Presence](https://mods.vintagestory.at/show/mod/15771)


- [Dear ImGui](https://mods.vintagestory.at/show/mod/9329)


- [Warm Booze](https://mods.vintagestory.at/show/mod/32598)


- [FWD Deco](https://mods.vintagestory.at/show/mod/32571)


- [Rust Drops](https://mods.vintagestory.at/show/mod/24348)

BeloMaximka , Nov 5th 2025 at 9:51 AM

Should be compatible with all worldgen mods that dont add new block to the terrain

Wingfriend, Nov 5th 2025 at 12:44 AM

So real quick, Wanted to check if this mod is compatible with Terra Pretty potentially. I have the coastlines one because I love the way it generates more proper continents and oceans and such. Having this would be a godsend and remove the need for the stepup mod I have installed. Hopefully my space bar can finally have a break!

BeloMaximka , Nov 4th 2025 at 11:36 PM (modified Nov 4th 2025 at 11:38 PM)

NisplayDame hi, I am considering moving slab placement feature to a separate mod, but I need to make it compatible with most blocks and, most importantly, figure out how to make this logic automatically/effortlessly apply to any slabs. I want to switch to other mods before that so I'll probably start at the end of December or later

 

What's currently on my mind:

  • offsetting solid blocks - against it, because it will introduce a lot of problems and be achieved already via chiseling
  • offsetting other slabs/stairs - again can be achieved via chiseling
  • non-chiselable blocks like chests/firepits that occupy 1 block - yes
  • blocks that occupy more than 1 block like doors/beds - I think they will be blacklisted because then the game has to keep all parts synced which is a lot of work. Also performance risks. BUT it is possible, so my mind may change
  • gears, chutes, other stuff that connect - blacklisted for obvious reasons

 

Diving deep into the engine is not a problem tbh, I just have a limited free time :)

NisplayDame, Nov 4th 2025 at 10:42 PM

BeloMaximka Hi, just wanted to say - amazing mod, adding slabs to worldgen can make huge difference

I also want to ask, is there soe hope that eventually you can make the base feature that any stuff(including modded) or even other slabs or whole blocks can be placed on any slab(also including modded), or that would be too troublesome since you would need to dive too deep into engine itself? Even partially that would benefit building designs by a lot 

BeloMaximka , Nov 4th 2025 at 9:09 PM (modified Nov 4th 2025 at 9:21 PM)

DatVegan falling blocks on existing worlds are fixed in 0.1.1, as for Under Tangled Bough, you can just add the wildcard and it will match all blocks from the mod

"undertangledboughs:*"

 

Or just wait for an update, it will be released soon (I was carried away bugfixing and adding support for chests, firepits and other blocks)

DatVegan, Nov 4th 2025 at 8:50 PM

Hey thanks for letting me know how to add compat. But I'm still a little unsure: should I add this for all blocks added by Under Tangled Boughs? Because I checked it, and since it adds different blocks facing eacht direction (n/e/s/w), it boils down to hundreds of blocks. So I'll wait for the update on it! While I think it's great you included a way to update worlds into slab worlds, I'd recommend people to start a new one, since the resulting falling blocks, cave ins and changed landscapes can be laggy and look quite ugly. 

Limbobinho, Nov 4th 2025 at 8:39 PM

1. 1.21.5
2. Latest
3. A Lot, I can make a list for you.
4. Singleplayer and dedicated
5. High

I'll make a video soon.

BeloMaximka , Nov 4th 2025 at 8:34 PM (modified Nov 4th 2025 at 8:35 PM)

Limbobinho Thanks for reporting! Unfortunately, I can't reproduce this on my end. Can you provide more info please?
1. What's your game version?

2. What's the version of the mod?

3. What mods are you using?

4. Are you in singleplayer or on a dedicated server?

5. What's you graphics settings?

 

A video showcase could be really helpful as well

Limbobinho, Nov 4th 2025 at 7:31 PM

I'm seeing this bug. When I'm in Survival mode, on top of snow on a slab block, this happens.

Spoiler!
image
BeloMaximka , Nov 4th 2025 at 2:23 PM

Damonicus1986 Vanra maybe I can add compatibility for these mods, we'll see

Damonicus1986, Nov 4th 2025 at 12:59 PM

one thing i noticed on those half blocks if you play with natural trails mod the grass will never change will always be green doesnt matter how much walking you do over it :D

Vanra, Nov 4th 2025 at 11:31 AM

I been testing it out on my old world without "fixing" old chunks... man I love it so much! World looks so great... only gripe I have is that I got used to Climbing mod by Salty and you cannot climb on slabs 😖 I know its not your problem, but the world looks so much better I really considering dropping Saltys mod just to fully enjoy your work! Amazing!

BeloMaximka , Nov 3rd 2025 at 10:42 PM

Darthzz thanks! glad you're enjoing it :)

NisplayDame if the crash is not reproducible, it is probably something related to vanilla https://github.com/anegostudios/VintageStory-Issues/issues/6758

Bed and other multi-part blocks will be added to blacklist in the next update. Thanks for noticing!

 

Darthzz, Nov 3rd 2025 at 9:44 PM

Been playing around with this mod for a bit, one of the coolest mods I've seen so far and surprisingly compatible with a lot of things.

NisplayDame, Nov 3rd 2025 at 7:20 PM

BeloMaximka

Crash Report
Game Version: v1.21.5 (Stable)
03.11.2025 01:19:30: Critical error occurred
Loaded Mods: moreiconscs@1.1.1, primitivesurvival@4.0.0, prospecttogether@2.1.1, game@1.21.5, vsimgui@1.1.14, aculinaryartillery@2.0.0-dev.6, betterfirepit@1.2.0, betterruins@0.5.2, bettertraders@0.1.0, butchering@1.10.10, carryon@1.12.1, commonlib@2.8.0, configlib@1.10.8, egocaribautomapmarkers@4.0.3, farseer@1.3.2, realtimefirepit@1.0.0, terrainslabs@0.1.1, th3dungeon@0.4.4, toolsmith@1.2.14, creative@1.21.5, survival@1.21.5, autoconfiglib@2.0.9, expandedfoods@2.0.0-dev.3, playercorpse@1.12.0
System.ArithmeticException: Function does not accept floating point Not-a-Number values.
at System.Math.Sign(Double value)
at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests(EntityPos pos, EntityControls controls, Single dt, Boolean remote) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 411
at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.SimPhysics(Single dt, EntityPos pos) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 250
at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.OnRenderFrame(Single dt, EnumRenderStage stage) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 388
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95


In creative, I placed some rock(conglomerate?) slab from mod and tried to place an (steel?)anvil at an angle

Also not related, multi-block furniture (like beds) behave finicky when you destroy modded slabs underneath (half of it which was under destroyed slab moves up)

 

 

BeloMaximka , Nov 2nd 2025 at 10:48 PM

NisplayDame can you please attach a crashlog and share steps to reproduce the crash?

NisplayDame, Nov 2nd 2025 at 10:26 PM

Hi, while I was testing my game crashed when I was trying to place an anvil on modded slab. Also I would like to be able to place stuff on other ordinary slabs if that possible 

BeloMaximka , Nov 1st 2025 at 9:32 PM

I think I will remove beta label in an update or two. I just needed someone to test it, and looks like there're no major issues. I made a lot of harmony patches and injections in rendering pipeline, so I was a bit afraid)

DecaByte, Nov 1st 2025 at 9:25 PM

ArmoredStone

I think the '[Beta]' in the title is scaring people off. I tried to get peckCuss to try it out, but as soon as they saw the '[beta]' they passed. I'm very sure people will know what they are getting themselves into just by the version number. No need to scare them off in the title. But that's just what I think & I have been wrong before.

BeloMaximka , Nov 1st 2025 at 8:59 PM (modified Nov 1st 2025 at 9:00 PM)

DecaByte probably human error. I'll double check the values and fix them if they're off. Thanks!

ArmoredStone, Nov 1st 2025 at 6:43 PM

Strikes me as very odd that this mod doesnt have thousands of downloads already. I'm guessing more people havent heard of it

DecaByte, Nov 1st 2025 at 5:58 PM

BeloMaximka 

When using this mod it felt like things were sliding a bit more. Looked at your fallingblocks.json & found "fallSidewaysChance" was at 0.75. From what I know that default is 0.3. It there a reson you have it set to 0.75?

Eliam, Oct 31st 2025 at 2:53 PM

This is my dream mod, I know it's kind of an heresy but I really think it should be part of the Vanilla experience because smoother terrain will become more and mode important with mounts and vehicles progressively added.

Currently if feels very unatural to see mobs, elks and large entities (such as carts in Cartwright´s Caravan) constantly jump 1m over and over. I'm working on a mod to change mobility mechanics in the game and I would like to add "roman stlye" high-end roads that greatly improve mobility at the cost of requiring a smooth trajectory (two low-angle road slabs instead of the usual 45° path stairs block) and it would beautifully blend into a smoother world.

I also think that what's limiting the addition of large entities in the game IS the fact that terrain vary by 1m increments. Adding large entities to the game presents a choice: let them make strange, supernatural 1-meter jumps OR condemn them to converge toward the local lowest point on the map (since they can only fall lower).

I play with Fauna mods and while it adds a lot of immersion, watching gigantic mammoth jumping higher and higher on tiny blocks along mountain cliffs is both hilaious and immersion-breaking. With smoother terrain it should be possible to nerf large entities (Mammoth, carts, wagons etc...) to being only able to move over 0.5m transitions.

I'm definitely going to follow the updates of this mod. I've tried it on a new save with the Terra Prety terrain generation and it really adds something.

image

Darcmut, Oct 31st 2025 at 2:07 PM

Considering how detailed the story structures are, it's weirder for the world generation to still be stuck with full blocks only. So bless you OP!

BeloMaximka , Oct 31st 2025 at 9:12 AM

JackRob glad you're enjoing it. I totally forgot about this bug, it appeared after some refactoring and I need to fix it in next update

MrFastZombie I tried to make new modded blocks automatically compatible as much as I could. Please  let me know if you find any isses with modded grass

MrFastZombie, Oct 31st 2025 at 4:04 AM

How does this work with modded grasses (for example: Wild Grass)? Would it need a patch to offset them?

JackRob, Oct 31st 2025 at 3:44 AM (modified Oct 31st 2025 at 3:49 AM)

This has made my dream.  Saying that I love this would be an understatement.  Thank You.

Walking around in my world, one little thing I've noticed so far is that the slab for forest floor has vertically squashed side textures.  There are some that are a little grassier than others where this grassy part looks fine (likely an overlay), but the dirt below it is squashed.

BeloMaximka , Oct 31st 2025 at 12:48 AM (modified Oct 31st 2025 at 12:49 AM)

DatVegan no need to choose, you can keep both!

Add them to blacklist using /ts b a undertangledboughs:* and they will be fixed after some time

But slabs under them will remain... You can run /ts us c 500 and /ts s c 500 to fix blocks in loaded chunks. Make sure to use 0.1.1 version so your unstable soil and sand won't go crazy

They will be included in default blacklist in the next update.

 

I need to completely rewrite config system in my mod so it can be more user friendly, but I need to fix severe memory leaks in ImGui wrapper by Maltiez first so I won't suffer using it

 

And by the way, huge thanks for reporting the issue!

DatVegan, Oct 30th 2025 at 10:59 PM (modified Oct 30th 2025 at 11:25 PM)

I am testing it right  now and it feels lovely! There is a slight incompatability with Under Tangled Boughs, seems as though the tree stumps can handle being on a half slab, but the half block difference is see through. Does this also occur in vanilla tree generation? Because I cannot place normal logs on half slabs, but the stumps can be placed on half slabs.
Not even close which mod I would rather use, but the extra flavor of tree stumps was nice...

Wahazar, Oct 30th 2025 at 10:52 PM

That should be in vanilla. Why we are not funding it?

My spacebar is tired of all these jumping, even on relatively flat terrain.

BeloMaximka , Oct 30th 2025 at 9:12 PM

I didn't have any plans to gather money from modding, but can make ko-fi or patreon page later :) (need to figure them out first)

 

As for mod support from me, it initially was just a fun engineering challenge and a silly mod to keep in my singleplayer worlds, but seeing the community reaction, I will focus more on polishing it. 

Keep in mind that I have a full time job and a uni, so it may take some time. But you've played Vintage Story enough to have patience :)

Thanks you all for the warm welcome!

 

 

DecaByte, Oct 30th 2025 at 8:52 PM

I have to say this mod is very impresive & really should be part of vanilla! Makes the game look a whole lot better! I hope this mod is supported for a long time as I see it being one of those mods that I can't live without.
Speaking about supporting this mod & modder. Any place we can donate to you?

BeloMaximka , Oct 30th 2025 at 8:30 PM (modified Oct 30th 2025 at 8:30 PM)

DatVegan enjoy :)

DecaByte proportions in recipes are correct, pattern for block -> slab is 2 width wide in case some mod adds a shapeless recipe where you put 1 block in the grid. It does not apply for slabs so I did a 1-1 recipe for them. Not a big deal tbh

DatVegan, Oct 30th 2025 at 8:25 PM

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!

My prayers into the void have been answered!! Immersion manifest!

DecaByte, Oct 30th 2025 at 6:48 PM

Maybe this was done for a reason, I dont know. I notice on the block to slab crafting recipe only works with 2 or more blocks, it's '2 blocks = 2 slabs'. The Slab to Block recipe is right with 1 slab = 1 block.

BeloMaximka , Oct 30th 2025 at 1:21 PM

DecaByte thanks for noticing, let's treat farmland as expected for now as I'd have to deal with waterlogged crops

DecaByte, Oct 30th 2025 at 9:26 AM

Tilling the soil slab with a hoe changes it to a whole farmland block.

DecaByte, Oct 30th 2025 at 8:38 AM

BeloMaximka

Thank you for your response.

Im sorry. I may have mis-comuicated what I was asking. I have dyslexcia & I'm not clear as to what I mean sometimes when I type. Ill try to shorten it to bullet pionts.
1. I would like to dig & pick up dirt & other slabs to be placed in my inventory if possible.
2. Would like a way in the crafting grid to merge 2 slabs into 1 block.
Sorry if i wasn't clear before.

Loving the mod btw. Already added it to my SP world.

BeloMaximka , Oct 30th 2025 at 8:17 AM (modified Oct 30th 2025 at 8:18 AM)

DecaByte the issue with instability will be fixed in code in the next update. The mod will temporarily set the worldconfig to "false" during command execution and then revert to original value. Thanks for noticing
You can craft slabs in bulk if you wish to use them. I will also add recipes to Quality of Building (my another underbaked mod) so you don't have to fiddle with crafting grid.

Haven't tested with trailmod, but probably not out of the box, need to confirm. Compatibility patch will be a low priority at the moment bcause I will be probably busy fixing/improving other stuff

 

DecaByte, Oct 30th 2025 at 7:56 AM

BeloMaximka
Id it possible to have it not convert slabs to whole blocks when dug up? I don't mind picking up slabs as I plan to make and use them. Also a way to make whole blocks out of 2 slabs would be nice.
Also is it compatable with trail mod updated?   
https://mods.vintagestory.at/trailmodupdated

DecaByte, Oct 30th 2025 at 7:46 AM

BeloMaximka
Might want to add this tip adding this mod midsave to a world with sliding blocks.
This will prevent blocks on steep hills & caves from sliding/falling while converting the world.
Load world, enter command '/worldconfig allowfallingblocks false' then exit & restart world. Enter command '/ts s c 1000'  fly around in areas you have previously load & run the command as needed. Once you feel you have converted all the blocks, enter command '/worldconfig allowfallingblocks true' then exit & restart world.
If removing this mod midsave from sliding blocks world, use the same /worldconfig commands with the 'existing saves' commands to remove mod. 

Damage_Zedd, Oct 30th 2025 at 7:16 AM

EthelVril the one i use is not the OG rivers mod but even when i did i never had any issues. i use rivergen because i like it better. and in my opinion terra is better for continants 

EthelVril, Oct 30th 2025 at 5:27 AM

Damage_Zedd oh I thought terra prety was incompatible with rivers mod, is it better than conquest landform mod?

Damage_Zedd, Oct 30th 2025 at 12:36 AM

EthelVril i am using it with conquest blocklayer overhaul, terra prety and rivergen with no issues. works really well

EthelVril, Oct 29th 2025 at 10:49 PM

Does this work with conquest landform overhaul and rivers mods?

DecaByte, Oct 29th 2025 at 10:25 PM

Whats funny I was looking for dirt slab mod just the other day! Now here it is!

DrBubba, Oct 29th 2025 at 8:01 PM

Liking this for the most part, BeloMaximka, but noticing that it causes the second level of stacks of firebricks to float above the first level.

DecaByte, Oct 29th 2025 at 7:54 PM

I see. Well that is fine then.   
Stll great mod & will be adding it to may game. Thanks! Can't wait to see what you come out with next!

BeloMaximka , Oct 29th 2025 at 7:28 PM

DecaByte the issue with medium fertility soil is vanilla behavior, this mod replaces existing blocks 1-to-1, (expect beaches, where it adds blocks to sides)


Configuration can be improved, yes

DecaByte, Oct 29th 2025 at 6:46 PM (modified Oct 29th 2025 at 7:04 PM)

BeloMaximka
Only issue I found so far. Medium fertility soil (Grassy) slabs generating on top of low fertility dirt blocks in some areas. Seems to happen if there is some medium fertility soil blocks near by.
If possible add a config to disable the texture pack to help people that dont know how to edit mods manually.. 

Spaarque, Oct 29th 2025 at 6:42 PM

I dreamed of such a mod and now it's here

Swedneck, Oct 29th 2025 at 6:24 PM (modified Oct 29th 2025 at 6:25 PM)

it's finally here
Funny Satisfying Memes - 9GAG

SaltyWater, Oct 29th 2025 at 5:47 PM

Amazing mod! 

DecaByte, Oct 29th 2025 at 4:58 PM

Very interusting. Ill give it a shot. I like where this mod is going!

El_Neuman, Oct 29th 2025 at 4:55 PM

I really love this mod))