Mods / Terra Prety

Category: #Cosmetics #Worldgen
Author: Nephelangelo
Side: Both
Created: Jul 14th at 10:14 PM
Last modified: 6 days ago
Downloads: 10328
Follow Unfollow 316

Latest file for v1.20.0-rc.1:
terraprety_5.0.5.zip 1-click install


With Vanilla Terrain Reformed (VTR) now having shed every last lingering trace of vanilla landforms, and forging its own vision of Vintage Story world design, The Mod Formerly Known As VTR will now be known by a new (hopefully easier to remember) name: Terra Prety.

After five long months of never ending experimentations and revisions, Terra Prety 5.0.5 is finally here! This release aims to be the final definitive Terra Prety installment for Vintage Story's 1.20.0 The Journey update, and has been painstakingly calibrated over the last half year for that purpose. Unless there are significant developments to the following 1.20 release candidates that require revision, this I suspect will be the final release of Terra Prety for 1.20, until new modding API is made available for later changes to the terrain.

Gone are the days of shattered floating pillars and bizarre geometric terrain, this worldgen is made to live up to the beautiful works you create for it. Please consider this your artistic canvas, please share pictures of any interesting terrain you might find, and the builds you build upon it.

Please be advised that the recommended settings have now been revised to include 60% Landcover and 60% Upheaval.

Terra Prety 5.0.5 is compatible with both Vintage Story 1.19.8 and 1.20.0-rc.1, though it should be noted, the 1.20 release candidate has been spawning the player on islands in the middle of the ocean, where coastlines are still quite abrupt looking due to the game's hardcoded ocean falloff (this is something I want to improve in the future). I'm not sure if this spawning is a bug, but I suspect some revisions to this may be coming.

If you want to avoid this peculiar island spawning situation in 1.20.0, there is a temporary work around that may be satisfactory. I recommend generating a world with Terra Prety 5.0.5 in Vintage Story 1.19.8, and then upgrading that world to 1.20.0. It should then respect the 1.19.8 worldgen format, and will give you a world designed as I intended it. But make sure you backup your worlds first!

As always, do not mix update versions on a single world! All versions of the mod prior to 5.0.5 were largely works in progress and are not compatible with one another. Update 5.0.5 will be the primary "final" version that I intend to support in the future.

Terra Prety is now compatible with other landform altering worldgen mods such as Plains and Valleys / Fields and Plateaus for anyone who wants to try to combine them (VanillaPlus is currently not compatible). You can download the compatible version here. Be advised that this multigen system is experimental and that I cannot promise any support for it.

Terra Prety is also compatible with Geology Additions / Addons, CaveTweaks, Rock Strata Variety, and Rivers. (With Rivers mod you may get some extreme looking terrain generation, so I recommend testing it to see if you're comfortable with how they interact.)

Recommended worldgen settings to produce decently sizeable continents with oceans in between are as follows:

World Height: 320
Landcover: 60%
Landcover Scale: 400%
Upheaval: 60%
Landform Scale: 300%

THANK YOU to Tenth Architect, BillyGalbreath, dove, Dekkan, Nat, Techy, Cupcake and Tyron for assistance in the development of this pretty little mod.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v5.0.5 1551 6 days ago Show terraprety_5.0.5.zip Install now
v5.0.4 633 Nov 27th at 7:10 PM Show terraprety_5.0.4.zip Install now
v5.0.3 679 Nov 27th at 7:34 AM Show terraprety_5.0.3.zip Install now
v4.0.4 3147 Oct 2nd at 4:00 AM Show vtr_4.0.4.zip Install now
v3.0.3 2825 Aug 15th at 1:37 AM Show vtr_3.0.3.zip Install now
v2.0.2 705 Jul 28th at 10:21 PM Show vtr_2.0.2.zip Install now
v1.0.1 721 Jul 14th at 10:48 PM Show vtr_1.0.1.zip Install now

75 Comments (oldest first | newest first)

💬 NephelangeloAuthor, 5 days ago

DanekJovax

Hello, sir! I don't have the coding background to provide sliders or configuration controls. I've tried to balance all the terrain characteristics in a way that I believe feels correct for the game, and will reward exploration. Because the landform generation all revolves around chance, each continent is likely to feel quite different. I've seen some continents packed with rocky terrain, and others totally smooth. They typically average out to the balance I intended. I'd recommend re-rolling your seed if you're looking for something specific. If you start altering the balance of these characteristics just to get a particular feature near spawn, then not just spawn will change but the entire world will inflate those characteristics. You can however tweak Upheaval to increase mountain generation.

Also, as a visual artist irl, I totally agree about the worldgen design being more of an artform than a science. The science part is really just a matter of providing the artist with the tools they need to pull off their ideas. I found that to be very much true in making this mod. Thankfully Tyron has provided a lot of great tools so far. Hope we can get a couple more key tools in the future.

quartzar

Thank you for the kind words! If you want to avoid the weird island spawning that is occuring in 1.20.0-rc.1, I recommend trying what I wrote in the description above:

"If you want to avoid this peculiar island spawning situation in 1.20.0, there is a temporary work around that may be satisfactory. I recommend generating a world with Terra Prety 5.0.5 in Vintage Story 1.19.8, and then upgrading that world to 1.20.0. It should then respect the 1.19.8 worldgen format, and will give you a world designed as I intended it. But make sure you backup your worlds first!"

Toccata

Looks absolutely sick. Can't wait to see what you guys build there!

💬 Toccata, 5 days ago

Started our home server yesterday on 1.20rc-1 using 5.05 with the following settings:

worldheight: 320

landcover: 60%

landcover scale: 300%

upheavel: 50%

landform scale: 200%

 

We're loving the world gen, great job! Looks fantastic with 1024 view distance. Here is a screenshot of the spot we're using to start our home at:

 

 

 

💬 DanekJovax, 5 days ago

Interesting.  I have used the following settings: Landcover-30%, Landcover Scale-150%, Upheaval-10%, Landform Scale-300%, World Height/Width/Length-320/102k/384k
I was spawned on a partially forested island of 250x450 blocks.  Not sure if that's the issue, but there's an easy workaround: /gamemode creative - fly around, find a more convenient place to make your spawn, then - /serverconfig setspawnhere. 
Hope this helps!

💬 quartzar, 5 days ago

Concur with TeaJay0, consistently spawning on a remote island with the default worldgen settings you recommend in the description:-D

Avoided that by lowering landcover to 40%, landcover scale to ~200%.

Otherwise unplayabable because for some reason, the game thought it would be hilarious to keep spawning me on small forest biome islands with bears and wolves:-D
"Unplayable" as in, I'm not good enough for that challenge lol.

Lovely mod, I really like the name you came up with for it. And the thumbnail, really nice touch, makes it look hella premium!

💬 DanekJovax, 5 days ago

Hi, Nephelangelo!  I've chatted with you a couple times briefly in VS Discord, but wanted to give you my initial impressions of this promising mod.  I've been long a developer of land generation routines in times past and have written some code doing this in other PC environments and been familiar with iterative accretion, fractals, erosion, brownian motion, and such to help generate acceptable landforms.  This mod you've set up seems to be a good step in the direction of making somewhat more realistic landforms than what I've seen currently in VS.  Mind you, I've found that writing good algorithms for landgen is not as much a science as it is an artform piled upon heaps of weird math!  That aside, I have come of largely appreciate your efforts so far in this, and have a couple of questions:

1) Do you have any built-in options that are available to be tweaked to assist in landgen, aside from the options aready offered in the VS world generation tab?  I didn't see any config file.
2) Can you consider adding options/sliders for the following: terrain "noise", area granularity (the area of blocks/chunks that localize specific land "noise" and other values to govern landgen, sea level, cave frequency, and cave size (how wide/big any cave will on average be)?

Thanks for this mod, and I look forward to seeing where this goes!  Hit me up in Discord (same nickname) if you're needing some ideas to bounce off of a fellow landgen algorithm maker.  Peace! ><> :2D

💬 NephelangeloAuthor, 6 days ago

Aspenizcool

Let me know the version your world was created in, and I will try to make you a patch for 1.20 content.

💬 Aspenizcool, 6 days ago

running on the 1.20rc1
worlds carryed over from a few mod versions ago and pre13
now getting massive chunks of missing chunks in the world, zero blocks in them

💬 NephelangeloAuthor, 6 days ago

PerkCuss

I'm avoiding spoilers for myself so I haven't tested the new story locations directly (lol), but their only real requirement is a flat landform, which I've provided. The game will force that flat landform to generate at the story location, works the same as the Resonance Archives, which I know works well. So I am 98% confident it should work just as fine as vanilla.

TeaJay0

Yeah, I'm hoping this can be revised, or preferably we can get some worldgen API to make the terrain fall off into the ocean far more gradual. That would create very detailed and interesting coastlines and islands and archipelagos, it would be a huge upgrade to the worldgen. 🤞

PigeonEnjoyer

Thank you! For whatever reason, I felt duty bound to get it out yesterday lol. :D

MissMoon_

I messaged Tyron asking about the island / ocean shore spawning, hopefully he will throw us a bone to help us implement it right. I also want to start a long term survival server very soon, and the island / ocean shore spawning in its current form really doesn't make that look appetizing. But we'll see what happens in the near future. 🤞

💬 PerkCuss, 6 days ago

Has this been tested to check whether the new lore content locations spawn okay?

 

💬 TeaJay0, 6 days ago

Constantly spawning on a small island with a trader, so there must be something that makes it the default. 

💬 PigeonEnjoyer, 6 days ago

Just wanna say I'm amazed at the speed at which you got 5.05 out, thought I was gonna have to wait till at least Sunday to play 1.20, but you got it out literally the next day!!

💬 MissMoon_, 6 days ago

Anyone find a solution to the island spawning bug? I wanna use this for my friends' server we're starting in a couple days but I need to make sure that's fixed first

 

💬 NephelangeloAuthor, 6 days ago

Scerocks

Now!

💬 Scerocks, 6 days ago

Any estimated time to the 5.0.5 release? I'm itching to create a new world, but I have a fear of missing out on the new version 😅

💬 NephelangeloAuthor, Dec 2nd at 5:33 PM

Sniffy540

Thank you! I'm glad you're digging it. 5.0.5 will have some further balancing reworks and a little bit more polishing in addition to performance improvements. World seeds will all be new as well, so I would wait for 5.0.5 to find a seed.

ElSnedds

I've heard this before about Rivers using other landform mods, I don't know how that mod works so I wouldn't know what the problem is. Terra Prety functions largely the same as vanilla worldgen.

💬 ElSnedds, Dec 2nd at 5:42 AM

Whenever I run the Rivers mod with this, the world is comepletely blank and I constantly fall into nothing, and die.

💬 Sniffy540, Dec 1st at 10:45 PM

Thank you for making such an amazing mod! I think it looks especaily beautiful with the rivers mod.
is 5.0.5 planned to have any major change or is it mostly performance enhancements?

💬 NephelangeloAuthor, Dec 1st at 8:50 PM

AnunnakiNibiru

Thank you for the suggestions!

Increasing the flatter regions is definitely on my list of things I want to do long term. Terra Prety tends to favor medium sized hills as a means of reducing the frequency of flat regions generating next to elevated mountains, which with VS's current blending system creates very jarring transitions where mountains are cut in half in a way that looks very artificial. And my main priority for Terra Prety is to ensure the most immersive and nicest looking terrain with as few problem areas as possible. So until Tyron can find the time to provide modders the API to control the landform blending system, or control which landforms are allowed to generate next to other landforms, my current solution is to inflate the frequency of medium sized hills to be the dominant "standard" landform so that there are very few occurrences of flat landforms generating next to taller ones. But it's definitely something I've been pursuing, I just hope I'm not annoying Tyron too much with the requests. :D There are however big flat valleys and lakebeds that do generate within those hilly landforms, and lots of the more rotund hilly landforms should have pretty flattened areas on top of the hills for building as well, so I wouldn't rule that out either.

💬 DUCATISLO, Nov 30th at 10:10 PM

gg

💬 AnunnakiNibiru, Nov 30th at 12:42 PM

Great work.
No more floating or corrupted hill/mountain chunks!

But for my need, even with "Upheaval" at 0% I get very few flat plains and too many hills, often a lot of small in diameter and pointed/high hills squeezed together (Cool starting position).
Mayble I don't understand how to set parameters right?

World Height: 368
Landcover: 50%
Landcover Scale: 400%
Upheaval: 0%
Landform Scale: 300%
(version 1.20.0.pre13)

Questions: Is it possible to change the terrain generator so that:
1) At 328 "heigh", the normal "neutral" terrain height (ocean level) is not 164, but maybe only 82? The point is that when I have flat plains (or ocean), I don't need to have very deep terrain there. For digging deep and mining, I have mountains (up to 328 blocks high).
2) The terrain could rise and fall slowly over long distances (1000+ blocks), let the areas be lower (warmer), and then higher (colder), even though the distance from the poles does not change.
3) Massively, massively reduce the number of caves. I would like a very small number of caves, but then they would be big. Eliminate small caves and make them gigantic and rare.
4) So that caves are primarily only where the terrain is high (in the mountains). If the terrain height is 82, they should not be generated at all, or only as part of the ruins, but then they should emerge to the surface.
5) When a hill is generated, it should not be too rugged and it should be larger, small hills do not make sense. The exception should be something like "grand canyon" etc.
6) I don't know if your generator also generates ores. Here I would prefer that the ores generate very little, but when the ore is generated, it should be a gigantic deposit.
7) Generating beehives. This is a feature of 1.20 (without mods), but when I start the game in "Cool -5 to 1" with the default settings I have to walk south almost every time exactly 8200 blocks before the first bees appear. In my opinion, there should be bees even in the "Cool" environment, because there are also "warm" forests and meadows with temperatures above 15 degrees, but there are no bees there. Can the generator be changed so that bee nests are generated based on the temperature of the biome and not based on how far they are from the equator?
8) Biomes, I like them big, that is "Landform scale" I presume.

What else would I like:
I want to have mostly passable terrain/plains so that I can quickly move around the map on saddled animals from warm to cold areas (from north to south and vice versa) + build roads for faster movement, of course except (around) the mountains.
I want to have to search for ores hard on the map, i.e. walk long distances before I find something. But when I do find an ore/vein, let it always be gigantic, let me set up a mine there (another dwelling), and then I will go there to mine as needed for several years for seasons. It seems more realistic to me than finding ores everywhere, but often they are a few dozen blocks only.
Same with caves. I don't enjoy finding a new cave every few blocks and searching it and marking it on the map every time. I'd rather find one cave every once in a while, but a big one, an entire complex that I can explore in stages, mark the passages, explore it gradually and systematically.

So much for possible inspiration from my point of view.

Otherwise, good job.

💬 NephelangeloAuthor, Nov 27th at 7:17 PM

Brick

There are definitely cliffs, plateaus and canyons, I simply haven't had time to take any new screenshots to showcase the full breadth of variety. Terra Prety is designed to reward exploration, so I recommend downloading it to check it out!

Mendall

You're in luck! Terra Prety 5.0.4 is now compatible with 1.20.0-pre-13!

Jena_Thornwyrd

Will likely introduce some performance optimization in the future, though you will have to start a new world for that. For now, enjoy the terrain!

💬 Mendall, Nov 27th at 2:16 PM

Thanks, I guess ill wait then, but the new generation really looks good. I can't wait to explore it.

💬 Jena_Thornwyrd, Nov 27th at 11:13 AM

Caution: serious impact on performances, in both single player and on a dedicated server.

Hardware:

  • AMD Ryzen 7 5800X3D (16) @ 4.550GH (x86)
  • AMD ATI Radeon RX 7900 XT
  • Corsair Vengeance LPX 64 Go (2 x 32 Go) DDR4 3600 MHz C18
  •  SABRENT 1To Rocket 2242

On Manjaro, kernel 6.11.2-4, Vintage Story 1.19.8

💬 Brick, Nov 27th at 9:21 AM

From the screenshots it seems like there are no more sharp cliffs(you know like a giant vertical wall of pure rock) and only smooth hilly mountains. Is it a wrong impression and such terrain still exists just not showcased here?

💬 NephelangeloAuthor, Nov 27th at 7:58 AM

Mendall

You will need to make a new world, since each update changes so much that it will create ugly chunk border errors if you try to use it with a world created in a different version.

💬 Mendall, Nov 27th at 7:55 AM

oooo man I can't wait to try this now I'm running VTR right now so I'm wandering will this act like any other update and I can add it to my existing world or do I need to make a new world

 

💬 LazyLion93, Nov 24th at 5:06 PM

Nephelangelo I see! Alright then. I'll wait paciently (and lazily).

💬 NephelangeloAuthor, Nov 24th at 4:44 AM

LazyLion93

The last 4.0.4 release of VTR is compatible with Vintage Story 1.19.8 and the first 1.20 pre-release, but it is not compatible with the latest pre-releases. I will be putting an update out soon for the 1.20 release candidates, which I believe will probably start dropping in the next few days. Will also come with a new rebranding / name for VTR, which should be easier to remember, and considerably improved terrain, so stay tuned. 😉

💬 LazyLion93, Nov 24th at 2:22 AM

i've been having several errors regarding some story structures not generating due to not having a "veryflat" landform. i modified the patches in my install of VTR 4.0.4 to point to "plains" instead, as that seems to be the closest.

💬 NephelangeloAuthor, Nov 11th at 11:30 PM

Pentasis

My main goal with this mod when I began was to design worldgen nice enough for use in my own personal "Forever World", so long term play is my intention. I plan to support VTR versions 4.0.4 and after for anyone who needs them, but if you want to start a particularly long term world like I am also planning to do, I would recommend waiting for the "final" version of VTR I release for the 1.20 update, because that should be the nicest and most complete version of VTR to play on. 

However, I should note, because I am trying to develop and balance VTR as fast as possible to be ready for 1.20, each update of VTR changes the terrain enormously. This means that old versions of VTR won't be compatible with the big changes in new versions of VTR. So once you start a world in a particular version of VTR, you'll have to stick to that version, and the patches I release for it. 

I'm also trying to (gently) talk Tyron into adding a couple terrain blending features to the worldgen system that will help fix a lot of the game's natural worldgen blemishes, and make VTR and other worldgen mods a much more polished experience for long term play, so I'm hoping that will make it into 1.20 as well. 🤞

💬 DUCATISLO, Nov 10th at 5:05 PM

gg

💬 Pentasis, Nov 9th at 10:00 AM

I usually play long games (my previous main world is 6 years old). I play with as little mods as possible and choose them carefully to see if they can be updated along with the game-version so as to not break my world. My question is: will I be able to update the game in the future with this mod without breaking?

💬 NephelangeloAuthor, Nov 8th at 12:51 AM

Jum_

If you try to use VTR with an existing world that was not started in VTR you will likely encounter broken chunk borders, meaning the terrain will be abruptly broken at the point where the old terrain ends and the VTR terran begins. I would advise starting a new world with the recommended settings listed above for best results. But if you do try to do anything with an existing world, make sure you always make a backup beforehand.

💬 Jum_, Nov 8th at 12:40 AM

Does this mod affect a existing world in any way? it wont start glitching out when i start generating new chunks or anything, right?

 

💬 NephelangeloAuthor, Oct 18th at 1:33 AM

petrichor

From what I heard from other players, the 4.0.4 release of VTR doesn't run with pre-6 at all, will not load up a world if you try to run them together. But if you go to the VTR mod page on the Vintage Story Discord, you can download the 4.0.5 version of VTR which is made to run with pre-6 (tho will not run with 1.19.8).

Hopefully this link should get you there.

https://discord.com/channels/302152934249070593/1290892067953971210/1295159466790223912

💬 petrichor, Oct 17th at 10:07 PM

Hmm.. OK.  Perhaps I should read the update notes more carefully.  Still not sure why it generates when i disable this mod though.  :( 

I'll install Block Overlay and see if it exists at all after worldgen with the mod enabled.

💬 NephelangeloAuthor, Oct 17th at 10:01 PM

petrichor


If I'm not misitaken I believe I read in the update notes that the 1.20.0-pre.6 update makes red clay the primary clay deposit now, no longer blue or fire clay. 

💬 petrichor, Oct 17th at 7:28 AM

i think this is a troll mod.  i've created 7 worlds now and have found zero blue clay... tons of red, but never blue.  i disable the mod and immediately find blue in the first world i generate.  maybe there is a fault with my installation, but i can't use the mod if it renders the game unplayable.  sucks, because i really like how it gets rid of the ridiculous sheer vertical cliffs everywhere.

for reference, I am running 1.20.0-pre.6, so maybe there is a compatibility issue.

💬 NephelangeloAuthor, Oct 16th at 1:04 AM

techy

VTR doesn't alter the strata / gravel / sand / dirt distribution at all, so the seed you were playing on would have had the same distribution of gravel in vanillla, in the same locations too. So I'd say re-roll another seed to get a less gravel packed world.

💬 techy, Oct 14th at 11:14 AM

Generally I really like this, my only concern is to ask why there are sooooo many gravel biomes/zones. It feels like of the worlds I've generated (I've done 10+) they all have almost 1/4 cover of gravel. Very few sand beach/desert areas i've got quite a few mods wondering if theres some interplay going on or if it's normal to have almost 6 different types of gravel lands right next to eachother before I find something with actual dirt? Is there any way to blacklist a certain terain type in this if I wanted to limit it some?

💬 NephelangeloAuthor, Oct 10th at 12:04 AM

Frost369

As long as you don't try to change the upheaval settings on a world after it has been created, then upheaval should work fine at any settings. Altering upheaval on an existing world however will probably create problems, yeah.

💬 Frost369, Oct 8th at 3:50 AM

I love the terrain that is generated with this mod, but do not change upheaval from 0% or it seems to prevent reloging into the world after it has been created in 1.19.8.  I couldn't get 10 or 20% percent to work at all.  I do perfer the terrain with 10% upheaval though, which is a shame.

💬 NephelangeloAuthor, Oct 4th at 4:42 PM

Rabbs14

Thank you! I'm very happy to hear you're enjoying it!

The Better Ruins mod might have specific spawn conditions that require a lot of flat land for the larger structures, so you may need to find flatter areas to locate those (you should be able to find some valleys amid most mountain ranges). I may rework the balance between flatter plains and hills in the future. There is also a lot of chance and randomness at play, so some regions will have a huge abundance of ponds and lakes, others will be full of plateaus or mountains, so each region will likely feel a bit different, and I tried to balance it in a way that rewards exploration. Once elk and boats are fully implemented, the game's whole world is going to feel much more shrunk down than it currently feels on foot, so I decided to make the scale pretty large in preparation for that.

💬 Rabbs14, Oct 3rd at 7:03 AM

I'm about 30min into a new world with this mod and I'm very impressed with the world generation so far.

My biggest problem with the vanilla world gen is that horrible sharp jagged linear ridge stuff that is infuriating to have to pass. You know what I mean right? several steep long hills one after the other that are like 100 blocks long or more.

Anyway, this mod with the recommended world settings makes the world so much more enjoyable to traverse! everything is nice and smooth and pretty to look at; quite realistic looking too. I'm still getting some pretty tall hills and mountains but none of them have any jagged nastiness to them.

EDIT: about 6 hours into my world now and it's mindblowing just how much realistic looking terrain enhances my immersion! This mod is part of my permanent set now, Well done to the creators.

I have noticed a lack of better ruins structures in my world but I'm not sure if its related or not.

💬 NephelangeloAuthor, Oct 2nd at 1:15 PM

AzuliBluespots

Upheaval appears to push all landforms upwards, which can create some undesirable side effects when it isn't coordinated properly with the landforms, so I currently have it recommended at 0% just for quality control purposes, but may revise later after some testing. VTR 4.0.4 already introduces a lot of gradual slopes and cliffs worked into the landforms so I didn't think upheaval was necessary at the moment. But try it out if you like! I may wind up recommending something around 10-20% eventually.

Aeliaz

I would recommend turning all other mods off and trying to generate a world with VTR alone, or turn VTR off and see if your server generates fine with vanilla worldgen or not. I have a feeling these errors aren't limited to VTR.

💬 AzuliBluespots, Oct 2nd at 10:30 AM

Isn't upheaval the thing that makes slopes with cliffs? That's literally one of my favorite aspects of the newer vanilla generation! D:

💬 Aeliaz, Oct 1st at 6:58 AM

Hi Nephelangelo


Your mods are really my favorite. And I'd like to implement it in my project.

Unfortunately, I'm having trouble launching the server.
When generating worlds, I have big problems!

I'd like to send you the world generation log, which is quite substantial.

Is there any way I can get in touch with you? I've Discord if u want, My Discord, contact me here > Tisma

Thank you and wonderful work!

Here's a taste : (2300 lines in all)

1.10.2024 06:49:00 [Server Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=16006,Z=16004 in world 'A new world' with seed 2125068840
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.ServerMods.DiscDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, BlockPos depoCenterPos, Dictionary`2& subDepositsToPlace) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\Generators\DiscGenerator.cs:line 213
   at Vintagestory.ServerMods.GenDeposits.GenDeposit(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, BlockPos depoCenterPos, DepositVariant variant) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 244
   at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 200
   at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\GenPartial.cs:line 46
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1733


1.10.2024 06:49:00 [Server Worldgen] An error was thrown in pass Vegetation when generating chunk column X=15995,Z=16005 in world 'A new world' with seed 2125068840
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.ServerMods.GenRivulets.tryGenRivulet(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Single geoActivityYThreshold, Boolean lava) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\9.GenRivulets.cs:line 118
   at Vintagestory.ServerMods.GenRivulets.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\9.GenRivulets.cs:line 59
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1733


1.10.2024 06:49:00 [Server Worldgen] An error was thrown in pass Vegetation when generating chunk column X=16005,Z=15995 in world 'A new world' with seed 2125068840
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.ServerMods.GenRivulets.tryGenRivulet(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Single geoActivityYThreshold, Boolean lava) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\9.GenRivulets.cs:line 118
   at Vintagestory.ServerMods.GenRivulets.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\9.GenRivulets.cs:line 59
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1733


1.10.2024 06:49:00 [Server Worldgen] An error was thrown in pass Vegetation when generating chunk column X=16005,Z=16003 in world 'A new world' with seed 2125068840
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.ServerMods.GenRivulets.tryGenRivulet(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Single geoActivityYThreshold, Boolean lava) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\9.GenRivulets.cs:line 118
   at Vintagestory.ServerMods.GenRivulets.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\9.GenRivulets.cs:line 59
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1733
💬 neobit, Sep 4th at 10:11 AM

Hey, how to setup worldgen settings on dedicated server?

EDIT: I changed the serverconfig.json
"WorldConfig": {
"SaveFileLocation": "/gamedata/vs/Saves/default.vcdbs",
"WorldName": "A new world",
"AllowCreativeMode": true,
"PlayStyle": "surviveandbuild",
"PlayStyleLangCode": "surviveandbuild-bands",
"WorldType": "standard",
"WorldConfiguration": null,
"MapSizeY": null,
"CreatedByPlayerName": null,
"DisabledMods": null,
"RepairMode": false,
"WorldConfiguration":{
"landcover": "0.5",
"landformScale": "3.0",
"oceanscale": "3.0"
},
"Seed": null
},

💬 NephelangeloAuthor, Aug 16th at 4:31 PM

Phoenicius

Each new update so far has changed things dramatically, so updating from one release to another will likely cause very ugly broken chunk borders.

However, because the overall position of the continents do not appear to change as I alter the landforms, I think if you explore every inch of your continent before you update, leaving only the ocean and beyond unexplored, the blending of new chunks may occur deep under the water, and therefore be unseen. But if you want to attempt this, make sure to back up your world!

💬 Phoenicius, Aug 16th at 12:12 PM

If I wanted to update from a previous version (such as v2.0.2) to v3.0.3, do I need to start a new world, or is it safe to update on an existing world?

💬 NephelangeloAuthor, Aug 15th at 6:17 PM

BoldandBrad

From what I can tell, the Geology Addon does not appear to alter the landform.json file, which means it should work great with VTR. It also looks like a super cool mod, I would love more geological variety in VS!

💬 BoldandBrad, Aug 13th at 6:18 AM

Looks very interesting, love to see the way terrain flows in the screenshots. Sorry for the classic kind of question, but do you have any idea if this will conflict with overmuch with the Geology Additions mod? I'd like to run both, but I can settle for just a terrain generation overhaul.

💬 Rivernoodl, Aug 13th at 4:51 AM

Nephelangelo I have found this out myself after testing it, (I was gone for a few days and hadn't had a chance to update it)  It works and I LOVE IT

💬 NephelangeloAuthor, Aug 13th at 1:27 AM

Rivernoodl

Rivers Mod should already work great with it!

💬 Wahazar, Aug 10th at 9:19 AM

Rivernoodl I tested it and it already works with River mod

💬 Rivernoodl, Aug 9th at 7:04 AM

Do you have any plans for adding compatability with the Rivers Mod?  I really like both of these very much and I'd love to run them both at the same time <3

(also I am trying to anyway because I'm mad hahaha)

💬 Cojo, Aug 7th at 2:33 PM

Nephelangelo
Oh, okay! Thank you for the clarification! I guess I've never noticed it before!

💬 NephelangeloAuthor, Aug 6th at 12:01 PM

Cojo

Wouldn't be due to this mod, as it doesn't rework the landforms, it just changes how frequent they are. So you would likely get that quirk in vanilla as well.

💬 Cojo, Aug 5th at 9:31 PM

Hey, I'm having a slight oddity with worldgen with the mod as of late, where on very high mountains, dirt spawns on top of the glacier ice. It's not detrimental or anything, but it is a bit weird to see, hah!

💬 NephelangeloAuthor, Aug 5th at 6:52 PM

Snazzy_J_Wyrm

I think a good cave overhaul would be great for the game, but I don't currently have any plans, or the knowledge, to do one myself.

bagelva

Should be compatible with any mod that doesn't rework the terrain, so I suspect ancient dungeons and underground mines may both work.

💬 bagelva, Aug 5th at 12:14 AM

Would this be compatible with ancient dungeons or underground mines mod? Thank you :)

💬 Snazzy_J_Wyrm, Aug 3rd at 12:15 AM

Nephelangelo

Thanks for the tidings. Have you ever considered making a mod that significantly overhauls the cave systems? I don't just mean frequencies, but shapes, sizes, and what-not. I feel as though all of the caves being small entrances just doesn't really do the game's mix of realism and fantasy any justice.

💬 NephelangeloAuthor, Aug 2nd at 6:03 PM

Snazzy_J_Wyrm

This mod doesn't change cave systems or their frequency, but it can produce large scale mountains that take up quite a large area if you increase the Landform Scale up to 300%. There is also a "humungous mountain" landform that generates with large caverns inside, but it is rare, so you'd have to test a number of seeds, or go exploring, to find one. Good luck!

💬 Snazzy_J_Wyrm, Jul 30th at 7:36 PM

Any seeds/settings combos that would lead to massive scale mountains with several cave entrances in them that lead to large caverns? I've been wanting to do something akin to a kobold-like playstyle for some time now where I build inside caves near their entrances, but I've yet to have found a seed that has any large cave entrances and large scale caverns inside mountains. Preferrably would love something that has a world height of 512 or higher for taller mountain ranges, as well as redwoods or swamps at the foot of the mountain or around it. Would also love it if there's a large source of granite rocks not far from the mountain range.

💬 NephelangeloAuthor, Jul 26th at 6:51 PM

adres4t

From what I'm reading, Worldgenfixremix alters the landform.json file, which will make it incompatible with VTR, as they both rewrite the same file. I recommend turning Worldgenfixremix off and starting a world with VTR on to see what VTR does. Should work fine with any of the game's vanilla "landcover" or "oceanscale" type settings, but I will soon share a personal settings recipe I like to use to produce larger, solid continents.

💬 adres4t, Jul 25th at 10:34 PM


💬 adres4t, Jul 25th at 10:24 PM

@Nephelangelo Can you share your world settings so we can actually see what you had in mind when making this mod? I dropped it in with my current settings and it's just generating more weirdness.

I was using Worldgenfixremix with a decent results,

my settings:

"landcover": "0.8",
"oceanscale": "1",
"geologicActivity": "0.05",
"landformScale": "1.0",

Height 320

 

 

Cheers.

💬 Wahazar, Jul 20th at 2:56 PM

This should be in vanilla VS. I'm bored with all these floating abominations and vertical hills, I tried some wordlged parameters, but it was not satisfactory.

Thank you for contribution, I'm testing your mod right now.

💬 NephelangeloAuthor, Jul 19th at 12:32 AM

Luvkills I've never used the VanillaPlus mod, but according to its creators, their mod "...maintains the vanilla landform variety; it only increases the flat areas a bit." Whereas my Vanilla Terrain Rebalance mod actually increases the smooth hills and mountains more than anything, though it does also increase the frequency of the flatter "realisticflatlands" landform. The main effect this increase in smooth hills has produced is that the game's more bizarre and unique landforms are not as common, which in my view makes them more special and less repetitive to find, but also these unique landforms are now frequently blended with more natural, and in my opinion more interesting and immersive, terrain.

💬 Luvkills, Jul 18th at 7:13 PM

How does this mod differ from the Vanilla Plus mod? Thanks.

💬 NephelangeloAuthor, Jul 17th at 4:53 PM

Stejer The mod is ultimately still Vanilla terrain gen, so it should be compatible with any mod that works with Vanilla terrain. So the River and Floral Zone mods should be compatible, and as long as the "Biomes" mod doesn't change the shape of the terrain either, I would also expect that to work. The only scenario I think it wouldn't work is if you're trying to use another mod that changes the broader terrain, like Plains and Valleys. Cojo Thank you, Cojo! Would love to see some screenshots! :)

💬 Stejer, Jul 17th at 1:28 PM

Do you know if this is compatible with the biomes, river and/or the floral zones mods?

 

And if they are also fine with the Fauna of the Stone Age mods (for better creature spawn)

💬 Cojo, Jul 17th at 1:06 AM

This mod is EXACTLY what I have been looking for - the landscapes feel perfect for just going over that next sloping hill on your own grand little adventure. The mountains are lovely, and it works seamlessly with the rivers mod. Thank you for making this! My little home in the valley I've built up couldn't feel more straight out of a fantasy novel, and I love it.

💬 NephelangeloAuthor, Jul 15th at 8:02 PM

Thank you, Sidfu. Mod zip package should be fixed now.

💬 Sidfu, Jul 15th at 10:29 AM

mod is packaged wrong its 1 to deep

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