Mods / World Painter For Vintage Story

Tags:
Utility Worldgen
Author:
YangWenLi
Side:
Server
Created:
Nov 5th 2025 at 3:03 PM
Last modified:
Jun 11th at 10:10 PM
Downloads:
1632
For testers:
worldpainter.zip

World Painter For Vintage Story

Export maps made with World Painter into Vintage Story!

 

World Painter is an interactive map generator originally developed for Minecraft.
It allows you to 'paint' landscapes using tools similar to those of a regular paint program.
Sculpt and mould the terrain, paint climate zones, place forests, denominate saltwater, carve rivers, and much more.


 

 

World Painter For Vintage Story works by using a script to generate an intermediary file for World Painter,
which is then read by the mod to guide the game's world generation algorithms into generating the map you created.

You can download World Painter here.
Please read the PDF User Guide included with each release of the mod (inside the zip file) for installation and usage instructions.

Designed For Ease, It Just Works™

Ease of use was one of the primary goals of this mod, just install it, paint a world, move the exported file into a folder, and create a save file.
There's no configuration to deal with in this initial release, and advanced features like Metadata Layers are entirely optional.
The game and mod will take care to automatically add details like caves and ruins to the map you've created.

Included with the User Guide is a link to a YouTube playlist with a tutorial series on using the mod,
so that you can see every click involved from installation to in-game results.

 

Compatible With Ruin, Flora, & Fauna Mods

This mod is compatible with any mod that modifies things after world generation,
whether that is BetterRuins, More Animals, or any other mod that does not overwrite world generation.

Known Issues

The following problems are all covered in the User Guide:
Chunks may generate out of order, causing them to become unlit
World Pre-Generation may take a very long time to complete for large maps
The mod may cause crashes if trying to open old saves
Maps large enough to cause a 32-bit integer overflow are not currently supported

Combine It With Voxel Sniper

There's a mod called Voxel Sniper that you can use for post-world-gen edits in the world editor.
Alongside with this mod, you'll have all the tools necessary for awesome worlds.
There's no relation between both of our mods, I'm sharing it here because I genuinely think it's awesome.

Future Updates & Planned Features

• Configurable settings for servers and those that want to really push the tool to its limits
• Proactive chunk error correction to automatically re-light/re-generate broken chunks
• World-blending mode, using SDFs to blend painted maps into generated terrain
• Ability to paint liquids such as water and lava, as well as better ore layers
• Update to user guide to further detail world height and re-mapping

Thank you!

Making this mod has been a monumental effort,
I'd like to thank all the kind people that offered words of encouragement as I developed it.

 

Need Support? Want to show off your worlds and speak with other creators?
Join the Yang Mods Discord! https://discord.gg/8NtBvBd7Ge

 

Are you a modder? This mod is also brought to you by...

The Unofficial Vintage Story Modding Co-op, click here to join.
As modders, we can help each other make even better stuff. Plus we have dedicated channels for better organization.

 

Feel free to post pictures of your creations in the comments below,
I'd love to see the things you've made with it!

Mod Version Downloads Released Changelog Download
1.5.2 463 Jun 11th at 10:10 PM worldpainter.zip

Fixed literal separator escape in time info string

1.5.1 247 May 4th at 12:46 PM worldpainter.zip
  • Updated to Net 10
  • Fixed flower stuff (might have unintended side effects)
1.5.0 721 Nov 28th 2025 at 1:15 AM worldpainter.zip
  • Reduced I/O spam in export script to greatly improve performance, started research into multithreading (it's not going well)
  • Made up for the lack of I/O spam by adding log spam in the form of a loding bar to the export script output
  • Fixed issue with maps taller than 256 cutting off, heightmap data is now stored as ushorts instead of bytes
  • Export script now prompts you to define an export file location, no more going into your program files to get the wphm
1.0.0 201 Nov 15th 2025 at 7:56 PM worldpainter.zip

Initial Release


87 Comments (oldest first | newest first) (threaded | flat)

LordeCrowe, 4 days ago

How is the update to this coming along? As of right now I can get a 512 world to be 3k x 3k before it cuts the borders off. Id love to be able to get 50k x 50k. 

Nova2462, Aug 24th at 12:26 PM

Hey, I wan't to add a mountain on my current save that i've been playing for a long time. This mod honestly looks perfect but how risky would that be? I have a backup of course but you know, i don't want to come accross a problem way later (if that's even possible)

Moby_, Aug 20th at 3:25 PM

Is it possible to control which landforms get spawned with metadata layers/is it a planned feature? Controlling climate, vegetation, oceans and beaches (like mentioned in the manual) is epic, but I'm wondering if it's possible to just say "I want random pits here, I want plains here, I want a mountain here" and let vanilla worldgen do it instead of painting single blocks manually

crunkfucker, Aug 6th at 6:58 PM (modified Aug 6th at 6:58 PM)

If I use this to make a certain area of a world, will it generate the rest of the world around it or will it just be the area I painted?

kwakamungus, Jul 20th at 11:09 AM

Hi freind, I love this script. Its made the project that I have been want to work on for a while now actually possible.
Im just wondering if there is a way to make it so any terrain that is set to be bellow sea level not automatically fill with water. I want to make deep a deep valley on my map but it keeps auto filling with water at the sea level live when I import into the Vintage Story.
If not its all good, I can just use world edit and voxel to help.

LordeCrowe, Jun 30th at 1:47 AM

It would be really nice if you could hold my hand while you explain in short on how you use the fricken mod along with World Painter. Rather than just saying "here you go, show me what you make." No, how do I use the files in order to create with them?

YangWenLi , Jun 30th at 2:43 AM
@LordeCrowe: It would be really nice if you could hold my hand while you explain in short on how you use the fricken mod along with World Painter. Rather than just saying "here you go, show me what you make." No, how do I use the files in order to create with them?

Hello Lord, there's an entire pdf guide included in the mod files, alongside a youtube video series dedicated to explaining how to use the mod.

If there is anything in particular that's unclear, please do reach out, but I unfortunately lack the time to make a custom guide for each user.

LordeCrowe, Jun 30th at 1:29 PM (modified Jun 30th at 4:18 PM)
@YangWenLi: Hello Lord, there's an entire pdf guide included in the mod files, alongside a youtube video series dedicated to explaining how to use the mod. If there is anything in particular that's unclear, please do reach out, but I unfortunately lack the time to ma

Alright thats actually what I was expecting to find on this post instead, thanks Wen

Holy crap, This is working out very well. I can only hope that theres a way to modify the rock layers, and the gravel sand and dirt layers. This way we can get rock to properly be where the slope is steepest, and the sedimentary layers to be in the flats instead of at random locations. The sheer cliffs of dirt are ugly.

Anselmo, Jun 24th at 2:12 PM

i was trying to download the mac installer but it says file not found...

YangWenLi , Jun 24th at 2:58 PM
@Anselmo: i was trying to download the mac installer but it says file not found...

Not much I can do, maybe try an older version or a copy from github? If that fails, ask them on the WP discord.

I might work on my on dedicated program in the future, if I can budget for it.

HeiligSchaap, Jun 8th at 1:49 PM

Can't seem to get it to work. Every time I create a new world in game it creates a ocean world instead of loading the world painter world. :(

YangWenLi , Jun 9th at 4:49 PM
@HeiligSchaap: Can't seem to get it to work. Every time I create a new world in game it creates a ocean world instead of loading the world painter world. :(

If you're getting an ocean, that probably means your height values aren't quite matching what you set in WP.

BoundlessScar, Jun 5th at 2:51 AM

Hey, I've run into a problem trying to load the world I made into vintage story im getting this error when we followed all of the instructions on the PDF including creating a folder name worldpainter in the modconfig folder but it wont load the map

 

Any help will be apreciated 

Crash Report
3.6.2026 19:30:06 [Error] [worldpainter] Exception: Could not load file or assembly 'System.Runtime, Version=10.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
   at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
   at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
   at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
   at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
   at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder1 derivedAttributes)
   at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType)
   at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
   at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
   at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
   at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 546
   at System.Linq.Enumerable.WhereEnumerableIterator1.ToList() at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 543
Wyatt_the_Mage, May 19th at 1:15 AM

Is there currently a way to make worlds that go up to 1024 height yet?

 

I'm trying to make a map with really tall mountains, so if not currently included would it be possible?

YangWenLi , May 19th at 1:26 AM
@Wyatt_the_Mage: Is there currently a way to make worlds that go up to 1024 height yet? I'm trying to make a map with really tall mountains, so if not currently included would it be possible?

Set your world to that height in the world gen settings of the save when creating it. Be sure your WP settings match, and your ocean level was correctly adjusted to account for the difference.

Wyatt_the_Mage, May 19th at 2:53 AM
@YangWenLi: Set your world to that height in the world gen settings of the save when creating it. Be sure your WP settings match, and your ocean level was correctly adjusted to account for the difference.

Normal worlds don't support heights above 512, but superflat worlds do. However, when I try to use the mod with that superflat world, nothing generates.

YangWenLi , May 19th at 11:26 AM
@Wyatt_the_Mage: Normal worlds don't support heights above 512, but superflat worlds do. However, when I try to use the mod with that superflat world, nothing generates.

Ah, I see. Then it's probably not possible.

Superflat overwrites the generator, so the mod fails there. Mods are forbidden from touching generation settings, so we can't set the world bounds, or height, or anything of that.

yurajoh, May 18th at 6:30 PM (modified May 18th at 8:14 PM)

I'm recieving this error when trying to generate a new world:

18.5.2026 11:17:05 [Event] [worldpainter] World Painter world flag not found!
18.5.2026 11:17:05 [Event] [worldpainter] [CRITICAL ERROR] Panic! Server will now crash to protect the save file from damage.

Seems like this error happens when it detects a world created without World Painter, but I'm trying to create an entirely new save file.

YangWenLi , May 19th at 1:25 AM
@yurajoh: I'm recieving this error when trying to generate a new world:18.5.2026 11:17:05 [Event] [worldpainter] World Painter world flag not found!18.5.2026 11:17:05 [Event] [worldpainter] [CRITICAL ERROR] Panic! Server will now crash to protect the save file from

This indeed should only happen in world that were not created with world painter. It's possible some other mod is messing with the save data, what else do you have enabled?

yurajoh, May 19th at 11:56 PM (modified May 19th at 11:56 PM)
@YangWenLi: This indeed should only happen in world that were not created with world painter. It's possible some other mod is messing with the save data, what else do you have enabled?

Quite a number of mods, to be honest. What's weird is that for some reason generating a world with all the mods enabled except World Painter, then generating a new one after re-enabling World Painter seems to make the issue go away.

I had thought maybe a mod was conflicting with it somehow, but I didn't disable any of the other mods I had installed to get it working.

Skie, Aug 26th at 2:52 PM
@YangWenLi: This indeed should only happen in world that were not created with world painter. It's possible some other mod is messing with the save data, what else do you have enabled?

I am recieving the same issue, if it helps, I am on Linux(Debian), and I disabled all of my mods. But no fix yet.

YangWenLi , Aug 26th at 10:49 PM
@Skie: I am recieving the same issue, if it helps, I am on Linux(Debian), and I disabled all of my mods. But no fix yet.

I wonder if Linux may have different timing ot something to cause this... I'll investigate when I have a gap in my schedule. You've caught me in the end stretch of YTT and I'm quite burdened. 

enbyRaven, May 14th at 1:01 AM (modified May 14th at 2:24 AM)

YangWenLi,

I've been having issues where parts of the map generate with incorrect height values.

 

World Painter 4096x4096 world with 320 height and 137 water level
World Painter 4096x4096 world with 320 height and 137 water level
Vintage Story generated world with 320 height
Vintage Story generated world with 320 height
World Painter closeup showing lots of terrain variation (highest value 136)
World Painter closeup showing lots of terrain variation (highest value 136)
Vintage Story map showing mostly flat terrain with height of 138
Vintage Story map showing mostly flat terrain with height of 138

 

I've tried changing the water height and using different seeds, but it always seems to happen somewhere on the map. I'm not using any other mods. Any insight into why this might happen would be appreciated.

enbyRaven, May 14th at 6:26 AM
@YangWenLi: The mod does not currently support other water heights. That's probably why it's happening. My apologies.

I should have clarified. I'm setting the water height to 43% of the world height (137 for a world with height 320) and still having this issue. I also tried configuring it with a height of 138 since 320 * 0.43 = 137.6 and I wasn't sure if I should ceil or floor the result. It looks to me like height data in certain places is not being set correctly since there is a lot of height variation not showing up in-game.

Panaqolus, May 8th at 12:37 AM

Does this tool work with Biomes?

https://mods.vintagestory.at/biomes

Panaqolus, May 8th at 6:43 PM
@YangWenLi: I don't think so

Maybe some kind of support could be added for it? I could see some interesting things for it come to light.

YangWenLi , May 8th at 10:53 PM
@Panaqolus: Maybe some kind of support could be added for it? I could see some interesting things for it come to light.

I haven't had the time for regular updates. So mod compatibility updates are very much out of the question. My apologies.

yurajoh, May 6th at 5:07 AM (modified May 6th at 5:08 AM)

Awesome mod YangWenLi!

Is there any way to generate the world so that the actual world size matches the size of the heightmap? So for example if I have a 15k x 15k heightmap, I'd like to have the world borders at 15k as well.

If I try doing that a completely empty world generates, so I've been leaving it at the default 1mil x 1mil, but that causes issues with other things that expect there to be actual chunks past the heightmap's border.

YangWenLi , May 6th at 11:24 AM
@yurajoh: Awesome mod YangWenLi! Is there any way to generate the world so that the actual world size matches the size of the heightmap? So for example if I have a 15k x 15k heightmap, I'd like to have the world borders at 15k as well. If I try doing that a complet

It's not possible to do that, unfortunately this is an issue with the game itself, a mod can't change the world gen settings (or at least that wasn't a thing back in 1.21, haven't checked if that's changed in 1.22 but I highly doubt it).

If the devs ever add the ability to do that, it'd make my life a hell of a lot easier.

YangWenLi , May 4th at 12:47 PM

Updated the mod to work with the latest version of the game.

This is just a quick patch to keep things working. Eventually, whenever I have the time, I'll work on the big update that allows for larger worlds and stuff.

YangWenLi , Apr 27th at 10:40 AM

Thanks for making a fork Yoldovahkriid, as for the crashes and what not, I will look into it. Since YTT Might take a bit, maybe I will do a very quick patch for the new game ver.

Yoldovahkriid, Apr 26th at 7:45 PM

Hey YangWenLi,
so the region.FlowerMap function no longer exists in 1.22 and causes the game to crash on world join/creation, I had made a quick fork and removed the line however now Im encountering a different issue when running the patched mod on my server it generates an empty world (but not in SP for some reason).  If I use a working SP save everything works fine until I try to run /wgen regen <radius> after which the regened chunks and all future generated chunks will have no more grass, dirt or trees and will only generate granite and ores.

Jack_The_Badger, Apr 26th at 6:17 AM

YangWenLi, Hey sorry to bother but I've been running into an issue with a world I made. I export the file and all seems good but the world doesn't generate. What I mean is if I attempt to create a world I get an exception that an index was out of bounds of the array. I've tested changing world sizes and making the world either smaller or bigger and it loads the world but it is completely void. My world painter world size is (131068, 320, 65532). Is there anyway to fix this issue at all?

YangWenLi , Apr 24th at 11:48 AM (modified Apr 24th at 11:49 AM)

No idea Jack_The_Badger. I'm still on the last stable while I wrap-up YTT.

I'll do a quick and dirty patch after YTT releases if anything is broken.

Jack_The_Badger, Apr 23rd at 6:59 AM

Compatiable with 1.22?

ericthener, Mar 11th at 2:35 PM

hope it gets possible to specify rock types and vegetation (maybe by using different levels?) + enourmous sizes. a 1:10 earth map would be just perfect

YangWenLi , Mar 5th at 12:28 PM

ExaltedPigeon Not at the moment, but it is a consideration for the future.

ExaltedPigeon, Mar 2nd at 2:21 PM

Currently using this for my terraforming project, my main wish currently is a way to actually have a way for specific block types to spawn, have you looked into making terrain  with the VS block ID's, for example making basalt related blocks spawn with a brush with the block ID's so that VS can "read" them and generate thusly?

YangWenLi , Mar 1st at 4:24 PM

ilft Пожалуйста, наслаждайтесь!

ilfn, Feb 25th at 11:27 AM

НАКОНЕЦ-ТО!!! Я ждал этого очень долго, чтоб этот мод перенесли на Винтажку!

YangWenLi , Feb 19th at 11:13 AM

Flamestar Not at the moment, whenever I get around to the next major update, I'll just support massive map sizes so that such a thing won't be necessary. 

Flamestar, Feb 15th at 8:30 PM

 YangWenLi Is there a way to stitch multiple worldpainter maps together in VS for big projects?

YangWenLi , Feb 9th at 2:24 PM

Getting reports that there's some issues on the latest version. I'm investigating. 

YangWenLi , Jan 29th at 2:35 PM

ComradeCoalnick No, porting a VS world into WP is not possible at the moment.

ComradeCoalnick, Jan 29th at 8:54 AM

Can you import previously existing saves in-game to be edited using the world painter?

YangWenLi , Jan 17th at 12:46 PM

BakaTataka Is there anything from the included documentation or tutorial series that's confusing? Let me know and I'll try to brush it up in the next release, whenever that may be.

BakaTataka, Jan 16th at 8:12 PM

It's very interesting, but it's not clear how to integrate a map from World Painter into the game

boff_etti, Jan 8th at 2:11 PM

Amazing mod, thank you for your work. If i could suggest one thing, it would be to add a layer similar to the one for sand allowing you to place bare rock/stone.

YangWenLi , Jan 1st at 12:43 PM

LucianStarre Yep, that should do it. Water level in WP should generally always be 43% of height.

LucielStarre, Jan 1st at 9:44 AM

Hey!
My friend is making a map currently but they're having issues with the water being a block too low in Vintage story compared to the map in worldpainter.

World Height = 512  |  Water Height 43% Rounded 220.16 = 220

Would changing the water height in worldpainter to 221(?) fix the issue without breaking anything or is there a different thing at play here? Issue persisted with no other mods downloaded and he's worried about changing the setting leading to breaking the map he's painted so far.

YangWenLi , Dec 22nd 2025 at 4:41 PM

Not that I know of

Rufkut, Dec 21st 2025 at 1:23 PM

Amazing, is anyone working on an MCA Selector equivalent? 

YangWenLi , Dec 9th 2025 at 2:29 PM

Sokolov_ It's a planned feature, but not any time soon, unfortunately. 

Sokolov_, Dec 5th 2025 at 8:31 PM

This is a total dream come true- in the future will there be more customization with ore veins or other specific resources? <3

YangWenLi , Dec 4th 2025 at 4:46 PM

Hello MANEL190, first off, concerning your earlier comment, I've uploaded a tutorial on metadata layers. Combined with the first tutorial, it covers all of WP4VS.

As for your current comment, rock strata layers are indeed a frequently requested feature that I plan to tackle in the future. For the time being, don't worry about there only being one type of stone, the game will assign strata as it does normally.

MANEL190, Dec 4th 2025 at 9:11 AM (modified Dec 4th 2025 at 1:03 PM)

when you will add more types of terrain options on your mod, cuz mostly of the blocks i see are the minecraft normal gravel, stone and sand.

Kinda hard to do the project i want, cuz i want to do a very detailed world but i dont want to put only one type of gravel, only a type of stone or only a type of sand.

 

i know that most of the biomes need the temperature to spawn and etc, but theres the problem, i dont think the type of temperature will change the type of gravel or stone of the place.

 

And even it is affected by temperature, what are the chances to it for getting to be the gravel i want?

YangWenLi , Dec 3rd 2025 at 3:40 PM

Hello MANEL190, a second tutorial is in the works, which will cover metadata layers. Those two tutorials combined will just about cover all of this mod's capabilities (excluding exotic stuff like trying to import MC or IRL maps into the game). I can't give you a set date for when it'll come out, but it'll be as soon as we can. I will also consider making an unedited zero to completion map making video to complement existing material.

 

As for ruin spawn rate, that's not controlled by terrain generation or within the scope of the mod at the moment, it's a separate system.
If you're using Better Ruins, check and modify your mod settings, you can increase your ruin spawn rates that way.

 

Adding layers for modifying resources is in my long term plans.
Or if you are talking about the mod's effects on resource changes, no, it'll be 100% whatever your world gen settings are, unless you're using the ore multiplier layer. 

 

I hope this answers some of your questions. The first tutorial video should already cover the bare basics, and of course, there is the written documentation, which while not perfect, should be sufficiently comprehensive if read carefully.

Kind regards.

MANEL190, Dec 2nd 2025 at 11:44 PM (modified Dec 2nd 2025 at 11:48 PM)

when will ya do a big and i mean BIG tutorial video, showing how to use the mod and how to do basic world painting.

 

cuz i feel i little confused because i saw that in the description, this mod is compatible with better ruins and i just want to understand 

how the hell do i add the ruins. Cuz to my knowledge (based on the intro video you made) some of the vanilla and ruins just spawn on random. (specially the traders caravans) 

And what about the fauna plants mod. How do i increase the spawn rate of them 

 

GOSH I HAVE SO MANY QUESTIONS!!!!!!!!!!

 

BTW, will the painted world affect/disable the spawn rate of surface resources like surface copper, peat and clay?

Jorrit, Dec 2nd 2025 at 8:31 AM

I have been wanting this!!! This creates many new possibilities for Vintage Story! Amazing work, thank you very much

YangWenLi , Nov 29th 2025 at 11:06 PM

Hello Viceroy, it should be safe to go higher than 256 as long as you also set your world height to that same value when generating the world in-game. With that said, make sure to set your ocean level in WP to 43% of your world height, people often forget to do this and end up with water worlds by mistake.

Strata is planned for the far future, not sure about gravel/sand, I'd have to look into it.

Viceroy, Nov 29th 2025 at 9:47 PM (modified Nov 29th 2025 at 9:56 PM)

Thank you for this mod. I have used world painter for MC maps a lot back in the day and I am happy to see it get made for VS now. 
Questions: what issues would I encounter if I use world height bigger than 256? Are custom layers planned for future update like rock strata and surface features like sand or gravel?

YangWenLi , Nov 28th 2025 at 1:21 AM

Version 1.5 is out, which should improve performance by a lot (it now takes seconds instead of minutes to export an event-sized map), and it also fixes the height issues.
WPHM files are not compatible across mod versions. Make sure to re-export your map with the latest export script if you're upgrading to this new mod version.

 

This mod is kind of hard to test for, and I've been sorely lacking in tester feedback, so if you encounter any unexpected issues, let me know and I'll work on a patch right away.

MechaMagus, Nov 27th 2025 at 11:26 PM

@YangWenLi

 

Great to hear, looking forward to whenever that update comes :) With the lava I was thinking more for like, making volcanoes and stuff. But I think its okay if that's one of those things to manually do in the game itself.

 

Also really love that this mod exists, I've been wanting something like world painter for VS for so long, so ty for making this! Opens so many possibilities.

YangWenLi , Nov 27th 2025 at 8:27 PM

MechaMagus Not in the current version. But I do plan for it in the future.

For lava, although it can't be painted, you can use a high tectonic layer value, and it will result in underground lava formations (and overground hotsprings).

MechaMagus, Nov 27th 2025 at 1:05 PM (modified Nov 27th 2025 at 7:48 PM)

Is it currently possible with this to paint water at heights higher than sea level? For example rivers flowing in higher up terrain?

 

Likewise would lava painted on this appear properly in game?

 

Edit: Typo

YangWenLi , Nov 27th 2025 at 2:11 AM

paintmoses Will be rolling out an update that fixes that in the coming days. Code is all finished but it needs test.

Send me a message on discord and I can send you an early testing copy.

paintmoses, Nov 26th 2025 at 4:27 PM

I am having a issue with maps that i have made 320 being made the default height when i load them in and cutting my moutains short. I have followed the manual but even when changing the setting in VS I still run into the same problem, any idea why this is happening? This mod is incredible and beyond thankful you made it! 

YangWenLi , Nov 25th 2025 at 4:24 PM

I'm happy to hear, and do know that I'm working hard on the next update that'll enable much larger worlds.

Sokolov_, Nov 25th 2025 at 3:23 AM

You have no idea how much this means to me! 

Thank you!!!

eerino, Nov 23rd 2025 at 4:24 PM

holy wackamoly!

YangWenLi , Nov 18th 2025 at 9:26 PM (modified Nov 18th 2025 at 9:28 PM)

For world size, whatever your PC and patience can handle. The code is pretty slow on the WP side of things (I plan to address this in a future update), so it's generally best to stick to small "event-sized" worlds. InsectGhost

I have not personally tested anything greater than 4096x4096, but I have heard of people trying bigger worlds without issue. I strongly recommend starting small for your first map.

InsectGhost, Nov 18th 2025 at 6:05 PM

Holy Hell this is really exciting. Whats the upper limit on world size currently? 

YangWenLi , Nov 17th 2025 at 12:47 PM

Hello Tarbrough!

It is technically possible to have world-gen expand past a defined map area, but it's not officially supported. You can try and do it by using a really low chunk render distance and manually flying around your map area (don't use world pre-generation), then disabling the mod, which will cause TerraGen to start filling in any new chunks. Results will vary, some chunks might auto-correct, but most of them will spawn a wall of rock into the sky due to height differences between vanilla and your map.

Currently, I have no immediate plans to add a mode in which painted maps can blend into generated terrain. Though I'll add it to the future updates list.

As for importing temperatures, I assume you mean importing them into the game, in which case please have a look at the "Metadata Layers" section of the included user guide, it covers how to paint climate.
If you mean importing an existing save into World Painter and then exporting it back, that's not supported at the moment, though it is theoretically possible.

Tarbrough, Nov 17th 2025 at 1:23 AM

Okay so, this is bloody amazing! I can't tell you how long I have wished for this tool to exist, but now I am curious, how does the world expand past the drawn tiles?
If I draw an island e.g can I make it generate the world around it naturally, or is the game itself gonna hate that I did that?
Can we set up ways for it to handle that or is it much easier to take a world and edit it?
Can we import temperatures or is this a block only tool?

YangWenLi , Nov 16th 2025 at 8:32 PM

Hello RealPolishCoomer, I'm happy to hear you found the mod useful!

The mod should work with custom material (depending on how they were implemented into world gen), my mod does not touch modify how TerraGen does things (except for beaches), just what data it reads, so theoretically it should still included modded ores and materials in. I make no guarantees about compatibility, but the mod should be fairly unintrusive for what it does.

RealPolishCoomer, Nov 16th 2025 at 5:20 PM

Thank you for this! No longer will I have to fiddle with in-game world-edit to make semi-satisfying terrain! This is a godsend.

 

I must ask, though. Regarding world generation, will modded materials be included when loading a map? If I had Geology additions, for example, would those stone, gravel, and sand types have a chance of being utilized in the worldgen, or would it only read the vanilla materials? I have no coding knowledge whatsoever, but I assume it would work, given that the game's worldgen is what's being imposed onto the map, instead of the other way around.

 

Eitherway, I'm really glad this is available! Thanks a ton!

YangWenLi , Nov 15th 2025 at 8:26 PM

Hello ChaoticMischief, as mentioned in the mod page "Included with the User Guide is a link to a YouTube playlist with a tutorial series on using the mod", please open the zip file and read the file named README USER GUIDE.PDF, you'll find detailed instructions inside, as well as a link to a YouTube playlist with tutorials (currently only one that covers the basics, but more in the future).

ChaoticMischief, Nov 15th 2025 at 8:24 PM

I need like a video on how to install because i have no clue what im supposed to be locating in my files